It would be awesome if we had an extra slot for a packed texture, that could have each channel assigned to a user definable texture (Disp./Gloss/Transparency etc. :) Currently, i find that its awkward to save the correct alpha textures when working on a PSD with multiple alpha channels and multiple maps.
another thing that would be handy to have in toolbag is multiple user-definable cameras that get saved with their individual settings in the scenefile. best controlled through a dialog like you got for dynamic lights already. BreaK-: dual screens shouldn't cause a crash as such? i'm running the software with the viewport…
The best way to do glass is with the ComplexRefraction Channel Model(very top of the material tab). There isn't much documentation on this feature, but this is the basics of how to use it: A. You need a 32 bit diffuse texture, the RGB defines the color like a standard material, and the alpha channel is a mask to mask the…
The texture ratio is defined... By the texture. =P The uvs scale to match the texture. To use a 1:2 texture, you would stretch your uvs 1:2 before exporting, maybe thats what you meant. CKohl: Max/Maya have some functions to automate this process, which on export should give you the correct uvs. You shouldn't need to do…
Except uvs are always 1:1. Uvs are saved in 0-1 vector space, while textures are made up of rigid square pixels, thus the texture defines ratio, not uvs. Not to be a dick, I know/understand exactly what you're trying to say, but the way you're saying it isn't really correct and may be confusing. Even if you set up max/maya…
Hey there! I've been using marmoset for a while now but The little thing that is bugging me is I feel that my render never get a very crisp result like the result I can see from other people using marmoset too. When I am using spotlight instead of only the different skybox I often get artifact and light shining trought…