Hello guys, I'm trying to make little and simple script for baking the lighting in my scene. Nothing complicated, but I stuck on an error that I can't understand. Here is my little code :global proc RenderToVertex(){ //create backset ? $bakeSet = "ParadiseBackSet"; if(!`objExists $bakeSet`) { $bakeSet = `createNode -n…
Its most likely due to your scaling on the object go ahead and reset your xform and then the chamfer should be correct. When you scale something on the object level it affects the modifiers based upon those scales.
Why would anyone need a 4 mil polygon object in one scene. I mean i bet its better in all respects to have such a big object (if its static) to be broken up to smaller peices.
Other than that is there any guidance on topology to help deal with mismatched edges when connecting two objects? (IE collapsing two verticies into one then connecting them across objects (so you end up with a tri)?
I somewhat recall having this problem before, clean your object list and make sure there's no objects with 0 faces, also make sure you don't have any vertices just floating about on their own.
i added more pics, its just a simple grate in front of the main object nothing huge Even if its hidden, why would the rest of the UV map show raycheck miss? There is nothing there just the object
JamesWild The high poly looks like this and the entire object looks like the imager under that. should i bake the ambient occlusion map when the object has been combined together rather than doing it individually?
^or even object properties and -edited below- before freezing your reference and lower that a touch and you can maintain your working object visibility. - using opactiy to 70% lol oopsy. Ancient is the correct term here.
Hi KennyTies, That's a good idea, there's a couple hundred objects in the scene, I'm assuming I'd need to save out the UV map for each object and load them into the light map channel? then pack them all at once?
make locator and place it on the place for your focus distance. Distance from locator to camera will be your Focus distance. Wenn you take focus distance from object, you become distance to middle of the object and not for the surface