which is exactly what hard edges is in the end, its where the hardware is told to draw an extra set of vertices, since if they would share that vertex, they would share the normal. its essentially splitting up the geometry. Rhys, its looking really good! you have a few tiny baking errors though, and an easy way to spot…
The auto-smooth option (mesh properties panel) should make it look better. Some people also prefer to cut a plane like they want and then bend it as a cylinder to make sure it'll have the smoothest shading possible and perfect roundness. The bending can be non-destructive if done with a modifier on Blender or Max (meaning,…
I'm honestly not sure what you're aiming for (to me gradient texturing suggests the use of lookup tables and shaping curves) but... if you want it to look like a bunch of floor tiles it sort of already does - using a box shaped gradient would make it look more tiley if you want it to not look like a load of floor tiles…
Hello, I want ask you on how to create correct way complex fresnel for Arnold. Let for example, we want create complex fresnel for gold material. First we create SamplerInfo and ( RemapColor or 3xRemapValue ) and aiStandart Shader. Facing ratio in SamplerInfo is inverted, 0° is white 90° is black, then we need invert it…
@ShellyR: Thanks! The windows are based on 'Bahama' window shutters. I agree that the supports don't make much sense currently and will need to be revisited. And yup, little lanterns will be in there (eventually). @KristaW: Thanks and good eye there. I modified some of the support beams to create a more rectangular…
Hi, I'm having a problem where my eyes render outside the head when i render the model from far away. I was wondering if there is a solution on how to fix this. I've looked through all the viewport options and nothing seems to effect the render order. Here is a screenshot of my problem. Another problem I'm having is that…
So for reference here, I'm running on a GTX980Ti and maya 2016.5, so no Arnold here. Probably not a huge deal except for the shader- I'm not sure what the viewport uses, but that may be something to look into for your problem. I simply get the PFX shading which matches your screenshot. Either way, the scene loads slow for…
I'm trying to simulate a in game reflection map shader in maya. This is what I have so far, layer texture, top layer is an environment cube set to additive, buttom layer is the diffuse texture, this is working great and I have a reflection map plugged in where I want it to be reflective. My question is can I some how hook…
instead of using 2 meshes another option would be to create a shader which uses different normalinputs for diffuse and specular shading, a more complex version of this shader would use a normalmap such as jaques posted for the diffuse shading and another one for the specular, making sure the cornea is bent outwards…
Im from a small SEA country (Malaysia) and my life goal has always been to move overseas, preferably to the US followed or Canada, a close second. I did a 3year Diploma program here then worked about 3 years as a 3D Generalist (Modelling/Shading/Lighting/Comp) I live with my parents for the time being, so, over these…