nope, i got it from here: http://jquery.vostrel.cz/reel it might seem a bit confusing at first so let me show you what files and what code i am using. files needed: 1. series of image sequence rendered out of TB2, i used 90 frames and batch renamed sequence to botA000.jpg ---> botA089.jpg 2. index.html file with following…
Sure, were going to have refraction in at some point. I just wanted to temper expectations, refraction will not be order-independent, so it will have sorting issues as is common in games. Again doing multiple layers of refraction may be difficult to get right. Thanks again for the suggestions. Yeah we need to solve this…
Are there any plans to add more post effects and such? It'd be super cool to have things like lens dirt similar to this demo: http://www.polycount.com/forum/showthread.php?t=133840 Lens flares similar to the ones available in Unity would also be rad: https://docs.unity3d.com/Documentation/Components/script-Bloom.html
This is great, played around some last night, very excited to dive in! I'll need to make a totally new model though to get the most out of my materials. Quick question, does anyone know of a photoshop script to get a material .psd file setup with groups for the textures necessary in a PBL workflow?
@MM thanks for sharing the script man can't wait to try it out Still getting use to PBR so I decided to make an asset that 95% texture work and I figured what better way to learn how to use pbr than texturing a pbr can. Its still got a long way to go and when I'm done with the clean version I'm thinking of doing a rusted…
To piggy back off of Pior, I've had a lot of issues with Maya's (relatively) new vertex normal weighting, especially when used in conjunction with UV seam hardening scripts. One pain in the ass is that the combine/separate functions tend to re-weight your normals, so if you manually harden edges and then combine the mesh,…