The current version will normalize each tile independently. This will mean that there may be discontinuities between tiles. I'm working on a post processing step to reprocess all of the tiles to fix this. For 16-bit , it stil normalizes from 0..1. For 16 bit png and tiff you get the full range. For exr, it is mapped to…
Mirroring normals is very simple. If you want to mirror across x in either direction, in blender you just do: mirror_normal = orig_normal.reflect(1, 0, 0) The harder part is associating the loops(which is where the per face vertex normals sit) on the mirrored geometry to the loops on the original geometry. Happy to say,…
Paste "selectPref -selectTypeChangeAffectsActive 0;" into the mel line or window and the edge extrude should work as intended. Thanks for this and the xnormal tool Froyok! Massive time savers. Edit: If using a shelf button/marking menu/Hotkey to call up the script you can just add "selectPref -selectTypeChangeAffectsActive…
yeah the push amount always gets back to 0, but it is applied nonetheless. Just be sure that the cage enveloppes totaly your highpoly. You can activate shaded in the projection modifier to see it more clearly. The other issue is about MR taking the lowpoly in account while rendering. The options are in the object…
Follow what Xendance posted. Also Lightmap need to b flat should take 80% of 0 1 space, leave 20 around edges light padding. I know its not good to leave 20 padding on 0 1 UV space, u need only 5 or 10% accoiding to UDK docs. But lets say try it :P, see what happens.
@Paradan Actually I didn't intend any sarcasm. Despite two arrows pointing at the hud, because of you calling it artifacts I thought that maybe you mean some shading artifacts with the vegetation. Let me attempt some sarcasm now though. Did you try to search for something with 'HUD' as in g_showHud 0 or you were searching…
I was poking at that last week in shaderfx, ended up with something like: If 0 -> texture A If 1 -> texture B If between 0 and 1 -> blend using mask But that meant that my brick details tiled with the wall texture, it was too hard to get them to sit where they were needed (around windows, edges of the building etc). Could…
if you are building your environment in max or maya you might want to add some decalplanes and put them on top your base texture to break it up a bit. I got this from Choldens lowpoly hallowen thread: http://chrisholden.net/decals.jpg Some additional info in the thread:…
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