My workaround has been to open the UV editor via a shelf button that adds a custom panel next to the UV toolkit. When I want to add something I look up the MEL command for it and add an entry to the list. if (`workspaceControl -exists PixelBUV`) deleteUI PixelBUV; TextureViewWindow; global proc…
Hi all! I'm working in VFX and trying to work out the kinks of using substance painter in Arnold in production. It's been awesome to use substance for vfx/prerendered CG. However there have been a few hiccups along the way. One thing I've found particularly annoying is this: On the left is the Arnold Renderview with the…
Bump So, as good as that was, I found yet another way to do this. a way thats better. I call it the "Top-Centered Flared" method. It is completely seamless over 90% of the object even with normals applied. It takes a lot of work to do it though. And some of the information may not translate so well to your software…
I’ve reached the appropriate point to put this project on the backburner for a while. All the assets are unwrapped and baked, and are in Substance Painter. When I return to this, the only program I should have to open is SP, and I can start painting immediately. The screenshots below show how I’ve split the meshes into…
Ok, so myself and a colleague played around with the scene, took us a little whilst to go through the settings and get to know what you were trying to achieve; but after a few tweaks we got this: I know its not EXACTLY the same as the concept; the only thing you need to do now to try and achieve the same result is to…
Hi! Im stuck and cannot progress further on my project. I need to bake 128 sided cyllinder. My lowpoly has 32. I tried adding support loops scaling highpoly so it completely encapsulates the lowpoly, cages, different software but i cannot get rid of waviness at the bottom. What can i do? Is it even possible? My colleagues…
So i try to render sequence in PNG format. Frames looks very good but looks like my pc can render faster coz it only use 20% of GPU and CPU. How can i set up Marmoset for more efficient use of hardware? Ryzen 5 2600, GTX 1660 ti 6GB, ddr4 32 GB, ssd m.2 samsung 960 evo, psu 600w
Here are the displacement bakes out of ZBrush (just the head again for the UDIM one.) Original files were 32-bit exr format and red color, I've desaturated them to be easier on the eyes. Something else strange - on my duplicate model with only 1 tile, it showed like 90% of the displacement without any subdivisions turned…
What's been done in this shader is unconventional and tbh looks a bit masturbatory Personally I'd have taken the sss and roughness out, compressed them as a 2 channel texture and halved the size if I was desperate to save memory. if the cost of one extra texture read per tree material is causing you problems then I'd…
Hello people, been playing with Maxscript for a month, full time :p it's great and all, but there are still a few things I don't get :poly127: Like this problem: This is a reduced but valid i think version of my code rollout myRollOut "My Rollout :D" width:216 height:462( include "$scripts\myRollOut\UI\SelectCharID.ms" --…