Not Dale and Tucker. Alright, this might not be a movie that many folks have seen. It is a comedy, but a very dark one. "If you take away the horror of the scene, take away the tragedy of the death, take away all the moral and ethical implications that have been drilled into your head since grade one, do you know what…
sorry buddy, don't know what to tell you, perhaps roll back your maya version or ask turbosquid when they'd be updating the script for maya 2015/2016? would be interesteing to see what the error report is telling you, you may have installed the script incorrectly if you're new to maya. I'm selftaught, and it took me aeons…
This section of the ShaderFX shows how to set up what you are looking for but only for one color channel. It's the part where you want to check three channels for a specific color which gets tricky. You can do it with several If-statements. But not really all that optimal performance wise I think.…
At the end of the day, all rotations are handled as a quaternion (I'm pretty sure about this across all game engines - I could be wrong about UE4 though but I'm going to guess it does quaternion). They are more efficient. Here's a good breakdown of both…
Nope, it's photoshop being wrong :) When 127/50% grey (in photoshop ) is gamma reversed it ends up being 0.217 in 0-1 space (AKA NOT 50% between 0 and 1 which is where it really matters, in linear space) When 186/73% grey (in photoshop) in gamma reversed, it ends up being 0.5 in 0-1/linear space. Gamma conversion is…
This thread is meant as a more focused and condensed version of my previous WiP thread and some additional comments and break-downs of my work. Finished project here. I won't be going too deep into details, I'll mostly just be showing my general structure. I really want to stress: Even though I'm tessellating and…
I switched computers and while reinstalling everything realized that I've been using an old version of Headus UV Layout and textools in Max since 2015. While I've kept up with other software I realize I haven't even looked into potentially switching up or upgrading that aspect of my workflow. I was just wondering in the…
the fake GI is evident.. try to add some AO to counter that light bleed, but not too much, maybe 0.5 and high radius. i cant tell but i lean towards thinking that the shadows are rtx. if thats so did you fiddle with the penumbra factor (i forgot what its called) on the light actor? it looks a bit unrealistic imo. maybe…
I think it should actually be forward scattering... most likely the light vector, L, on line 19 should be negated, g should be positive and set somewhere between 0.25 to 0.5. These values were obtained visually because the transmission effect doesn't really show up too well otherwise. I guess at the time I felt 0.25 looked…
it should show you something , en error message. "not enough ram" or something. if it doesnt it's rather something in the settings, axis mismatch maybe. I recall I once saved hi res as obj and then low poly target as fbx and they was scale mismatching Xnormal could be quite puzzling , It's hard to tell what's wrong. Try to…