You need to make sure that the input maps are set to 16 bit. The default is 'relative to parent' set this to '16 bit' There's a thread about it here: https://polycount.com/discussion/225225/blurry-result-from-using-triplanar-node-in-proceedural-sbsar
16 texture limit for any material, including material functions included in it. Makes no difference if it is layered, material function, what have you. Hard limit at 16, which is more than you should ever need anyway.
[16:03:43] Vincent Joyau: post after me ben so that we have 3 3points posting one after another [16:03:46] Vincent Joyau: REPRESENT LOL Edit: NOOOOOOOOOOOOOOOOOOOOOO DARTHHHHHHHHHHH
This is a known issue (bug) with 16 bit files. To work around it you can save an 8-bit copy of the file and use that instead. For the most part you shouldn't see a difference between 8 and 16 bit diffuse/spec maps.
This site is my new favorite thing: The Chemical Brothers: http://yooouuutuuube.com/v/?rows=16&cols=16&id=Hmpxsk3dHaA&startZoom=1 Gnarls Barkley: http://yooouuutuuube.com/v/?rows=12&cols=12&id=LmQFH5XdC7s&startZoom=1
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Is IPackThat better than the new Uv Layout in maya 2016 extension 2? As far as i am concerned i don't see why IPackThat would be better. IPackthat: 3h packing - 16% waste Maya: 30 Sec Packing - 16% Waste
Video file encoded 16 july 2014 (one day before event). Guess what it means? PS. 16 july: audio (video file) about plane crash created by ukrainian side 17 july: actual event happen
if you were going for a cartoon look i'll say 10 4 looks like hes got a musk on i like that and 16 got that magic user stance i really like that i say go for 16 pose with 3 or 4s musk like face