Edit: SOLVED. It was a problem related to the hard edges and UVs. The edges shown make sharp angles and they should be hard edges and not soft. Also, they must be separated in the UVs. Thank you anyway because without some Q and A in this forum I wouldn't have known how to fix it.
Hey I can not solve the issue of these pixelated shadows. The Lightingmap res of all meshes is set to 2048, I also tried 4096 rebuilt the lighting but the shadows stay pixelated, no change at all. Also changing it to 64 has no effect. I also tired playing with other shadows settings but to no avail.
Well, I would've deleted the thread, but it doesn't appear you can. I figured out the issue in the end. Turns out the meshes had been added as children to a Shadow Catcher. So like I suspected, the last thing done was probably to capture the shadows only. Unparenting the meshes solved the issue, though I coulda sworn I…
Our studio has no strict software requirements. We use Max and Blender primarily though. I'm quite tempted to put a couple of weekends into developing a tool to solve for this purpose though - I think I can write something basic pretty quickly.
Hello everyone, I was trying to bake my model on substance painter and on 4K I've got these artifacts. both of the max distance are 0.01, anti-aliasing 4x4 , match by name and I made sure that everything was named correctly. so could someone please help me solving this?
NVidia's drivers have solved all issues with Substance and Win10 a few months back. Are you sure it couldn't come from another piece of hardware? This DRIVER_POWER_STATE_FAILURE message can be caused by any defective hardware, and even by some antivirus software.
I'm thinking this might be easiest to do with Texture Painting: Face Selection Masking. It won't be vertex colours, but I was going to bake the vertex colours anyway, giving me an image too. It would be nice to solve this thread too anyway. DPC
I'm trying to solve this exact problem now using vertex offset and real cubes, can't see any way of masking the cubes though as texture maps can't be used in the vertex portion of the shader. Anyone else have any ideas?
Polybend, you solved my problem! It was the constraints that was the issue. I had x,y,z constraints selected instead of just y and z, so the angle of my plane was going every direction. Now it easily snapped perpendicular to the edge.
Yeah, the ability to directly manipulate mesh components - verts, edges etc. - along specific axes is kinda necessary for the tools to work. Until they can solve that, it'll still feel like you're working while wearing a 1-fingered glove.