Spoke to Scan Computers today again, they have had the machine on for over 3 days, 72 hours testing processors and ram at maximum settings, temp didn't reach over 65 degrees celcius and here's why; I thought this was an air filter but it turned out to be a big fluff buildup totally blocking airflow! Getting it back…
[ QUOTE ] I was curious about other techniques that you guys use to create your AO maps. [/ QUOTE ] Personally I find mental ray a pain in the ass for this type of thing and I tend to get limited results from doing a MR-AO bake not to mention some low poly cage clipping issues that always seem to require work arounds. I…
Actually, sync on green is a throw-back to the days of BNC connectors and completely seperated signals. It's kind of a predecessor to the slightly more modern component standard. (where the horizontal and vertical sync signals are transmitted on the same cables as two of the color channels) As far as I know, it's only real…
Ray distance is the same as projecting out along the vertex normals. Imagine a cage that's projected out along the vertex normals for that distance - same thing. So if you've got hard or split edges, then you're going to have the same problems you would get if you were baking any kind of map - tangent space, object space,…
EQ apply Edit Normals to see which way the normals are facing, on a simple box, they are 90 degrees. If you push a box cage, they are still 90. So how does it get off? I think we both understand the rays are being cast skewed, but not really why. Or maybe you do and I'm just not getting what you're saying? The problem he's…
So to draw things on even longer I've kind of scrapped the low poly thing and am working on producing a nice high res render. At the end of the process I might see how closely I can match the high res with the game version but I'll see. I think my rendering skills since I've been working on games have really fallen by the…
Here's the first pass ao bake. I had to go with xnormal as maya's native ao transfer maps is still broken in 2011. Can't believe they still haven't fixed that, they still don't support spread, and orthogonal reflection is disabled and there is no option to enable it so depending on the camera you are in the bake will look…
Shadows are too sharp, did you use ray tracing? In a scene with that much light you'd never get sharp shadows, they are bombarded with bounce lighting and the edges are softened. Next time you're out and about take a look under a car, and note how soft the edges of the shadow are. Try using shadow map with a higher sample…