Normal maps and colour spaces is usually what messes up my normal maps in Maya. I dont mess around with offline rendering too much nowadays, but have you tried looking into the colour space for your normal maps? The standard file2d node in maya usually has it set to sRGB, you want to set this to RAW for your normal maps. I…
http://www.polycount.com/forum/showthread.php?t=88933 Here's one such tutorial. The workflow that I'm experimenting with now is doing a quick shape node in WM or using a black and white mask painted in photoshop to start my terrains in world machine. So far it works quite well. On a side note I thought I'd mention that the…
Source code ? You mean unrealscript ? I didn't found a good way to compute the screen brightness without the need to hook the framebuffer unfortunately (via DLLBind). However, once you have this data, you just have to use it to control the tonemapper inside the UberPostsProcess node of your post process chain. Regarding…
Basically, you have all the things wrong I listed above, and a couple more things too. Model needs the xforms reset (from the Utility Panel). The model's position is not zero'd on the X axis. Skeleton root node is not zero'd out on X. And the skeletal limbs are not exactly mirrored, the toes being offset more than the…
As a matter of fact i was reading that page yesterday(yesterday i was thinking whether it's possible to render objects behind other objects,as i said,i'm kinda enthusiastic about this thing),but that process is way over my head since it requires coding,i had the feeling it could be done solely through materials(with that…
Thanks for your replies guys! It wasn't a visual glitch after all. I attached the rig to a mesh, the problem was still there. I did however find a temporarily solution by changing evaluation mode from "Parallel" to "DG". And voila! I guess the problem has something to do with how I set up the utility nodes. I'm gonna try…
thanks for the encouragement guys :) keen: well, the main reason is that I've already spent a fair bit of effort learning quest, and the node-based coding style suits me extremely well. I really couldn't see myself scripting an entire game.. I am aware there are a couple of visual editors for unity in the works though, so…
Hello and thanks for you support hehe :) Unfortunately I don't really know anything about maya material nodes. But for what I can see it is very limited in the viewport. It seems the tree is calculated at render time. If I apply a procedural checker as a color it won't show up in the viewport even in highquality mode…
Hello guys, i select series of edges which make a rectangeler shape, but the rotation of the manipulator is wrong. I tried same thing in blender and it worked well. I cant understand what is the problem. Thanks. Pivot of the object:
Feature request for Marmoset Viewer: A way to have the embedded viewer file start in a particular layer view mode with the option to lock out the other modes for interactive educational / technical breakdowns. In this mode (using the topology layer as an example) it would also be nice to be able to toggle subdivision or…