OH! Now I know.. if I recall correctly Maya materials have a reflectivity of 0.5 by default. So you gotta turn it off for everything. Actually I don't know if it is default but it happens when I import geometry from other packages so I assume it is default. So ya.. turn on raytracing and turn the reflectivity down on…
Some of my favourite movies have already been said in here, but here are mine In no particular order: Fight Club Trainspoting Se7en Alien Psycho Vertigo The man who knew too much Rear Window Amelie Matrix Cube Saw Pulp Fiction No country for old men Snatch Layercake Pan's Labyrinth SinCity 007 - Casino Royal Shawshank…
can we also have a section for old gimmers like myself to complain about the price of cigarettes and the youth of today with their spikey haircuts and emo like whining. It was all different in my day back with windows 95 and my 2mb video card / 3dsmax 0.5 for dos etc etc But yeah don't be embarrassed to post and if you…
Good explanation. So there is no specular map (representing light shining back) in UE4 because the values for non-metals and the values for metals are so close together. It is either a metal or isn't. Is that right? Should you only use a Metalness of 0 or 1? Would you ever use a Metalness of 0.5 for anything? What if you…
It looks like displacement is only going positive instead of negative and positive. But it looks like there's a scalar zero value in the arnold in both the object and shader that could do the same thing. Check the bottom of the page here. Normally what I do is put a setRange node between the texture and displacementShader…
No actually. You neeeeeed to do each step one at a time. You can't "improve" it in Zbrush. Do a freaking basemesh that has sense at first. Something like this : http://www.creativecrash.com/system/photos/000/081/473/81473/big/WireBaseMeshGlobal.jpg?1266088696 Or take the Human Head in Zbrush, and tweak it. At least you…
Hey.. cheers for that. I changed scale to 0.5 and it fixed most stuff. There's still a relatively minor seam along the back of the arm where the UV seam is. Can you check there on yours and tell me if you have it too? Some questions: 1) What's your bucket size 2) .. Edge Padding 3) .. Closest hit if ray fails 4) .. Discard…
That has to do with your camera clip plane distance. It usually happens when you are importing objects or opening old scenes that have a massive scale compared to the default centimeters units. To fix your problem, select your perspective (and other cameras) from your Outliner and adjust the Near Clip Plane value.…
Маленькая австралийская компания Euclideon сделала громкое заявление, что разработала новую технологию рендеринга 3D-графики, которая якобы «в 100 000 раз лучше» ныне существующих. Они имеют в виду количество полигонов: их графический движок (конвертер полигонов) Unlimited Detail способен рендерить более 21 триллиона…
ah thx! got it running but i have a new problem and can't found stuff about it: i have to clips which are played at the same time (on iss below the other) and only the first clip is played. if i set the weight of the top clip to 0.5, the 2nd clip is visible as animation but the first animation is played only with a…