Hi all, like title says, i've been trying every way, but i can't figure how to make this to work... Some more specific information: I'm working in ShaderFx for Maya 2015, trying to render vertex data (normal/position) into a texture render target, so i can sample it with custom uv coordinates coming from some other nodes.…
Hi, i managed to get a rendertarget texture on my mesh, but the projection is totally whack. Why is that happening, and how can I fix it, so it wraps correctly to the mesh? Also, how can I fix the weird sorting (inner mouth is showing)? thanks in advance!
Check if you are in dX11! Thought I had everything setup correctly was just that for some reason Maya went back to OpenGL or maybe was me when I was checking out some dev samples XD