MoP: It's the depth of the vector, not the surface. The vector always has length 1 since the lighting algorithm expects a normalized vector. It gets darker the more the bumpmap normal deviates from the surface normal. Two parallel surfaces will have the same blue value no matter what their difference in depth is.
Hi, For those who do 3D content for games, this tool might saves you time when creating collision boxes for game assets. The tool is implemented for Softimage but the source code and the algorithm are available here: http://blog.inframez.com/post/bounding-box-evolved so it should be straightforward to port it to other…
Hi polycount! Now I’m creating an outdoor scene in UE4 This is what I’ve made for now. My next step will be creating of lights to make a night light model. I have a problem whith antialiasing For now I have to solve this issue by creating a model whith alpha textures or looking for another antialiasing algorithm. CCW!
Yo, I’m a programmer and currently working on an algorithm for computer vision. In essence I want to recognize patterns in the color values of an image by checking if the RGB values increase or decrease in certain areas. When you want to make your images brighter or darker, are the red, green and blue values similar to…
I asked about it on Algorithmic forum around decade ago and one of their employee answered that 'theoretically' it should be possible but I would have to do pretty complex function graph in almost every node. I'v been wasting my Christmas holidays time on that task since 😁
No ! It should work, the issue is that your shader and the renderer you used for generating the normal map (max?) aren't using the same algorithm aka the'yre not synced. How did you generate the map, what is your target engine ? You might want to look at http://www.handplane3d.com/
@Fansub I'm very happy to help, mate. And I wish you the very best of luck in the future. :) @kurthectic opensubdiv is a subdivision algorithm. This tool is a completely different idea and workflow. You should read the thread. The closest thing in Max is the chamfer modifier but it comes nowhere close to the results of…
That sort of algorithm is very difficult to do in designer so it's unlikely you'll find anything that works properly for painter. You can approximate it using quantize, blur and contrast which I think are all available as filters in Painter but you will end up with a much more rounded effect.
Ah, nevermind, I fixed it. Googled the warning message and it turns out I needed to compress the animation by going to the Animation Compression tab in the Animset Editor window, selecting Least Destructive compression algorithm, and applying it to the set. Thanks again for your help! Silly and relieving that it was such a…
Found the issue: somehow this mesh has Smooth Mesh options set to use "OpenSubdiv Catmull-Clark Adaptive" instead of the default "OpenSubdiv Catmull-Clark". I am not sure this is by design or simply a bug with Maya 2018 on macOS platform (as the Adaptive algorithm is only recently enabled for macOS)