maybe create a script in max or maya that generates a mesh plane with each vert at the centroid of each voxel. Then setup a lightning or AO setup and render the result from a top view that fits exactly the voxel grid from the top. After that read out the gBuffer and assign each voxel with the rendered 2d color pixel…
So instead of a 512x1024 you put two pillars side by side on one 1024x1024. I'd actually make that part of a 512 and pack on some other stuff like the top and bottom pieces. As for the stretching, you can either start that way, by setting the custom bitmap dimensions. Or create a texture with those dimensions (uncheck use…
The dimensions of your monitor really don't matter. The more pixels you can have on screen, the more of your texture you can see at any point, but you're going to be zooming in and out anyway. Dual monitors can be useful if you like to keep all of your tool palettes on the second screen, but aren't significantly better…
Everything I've heard has explained that neither object- nor world-space maps can be used on deforming characters. Apparently you can use world-space maps on objects that rotate (which are then termed "object-space" maps tho they're the same pixel data as world-) but that's about it. Jay, I'd love to see an example of a…
It sounds like you need to relax your UVs a bit. You don't want the UVs of the sides of the extruded bricks to completely overlap each other. The UVs on the sides of the bricks need some pixel space so that the normal/AO/etc... information can be baked onto the texture. From the tutorial: "After that I did a quick unwrap,…
lightmaps are surely the best you can get currently in terms of lighting, because it happens offline it can be insanely detailed (radiosity, caustics...) the downer is that they are static and not to be altered quickly/easily on runtime. though I am sure in a year or two the per pixel lighting will get even faster and move…
hey vincent, thx for the shadertree. i have one more question concerning the environment. what mapping did u use, or do u apply the mapping in the shader with the texcoord knots? or do they only function as a "multiplier/offsetter"? did u try the terraineditor also to achieve that kind of look? because when i do so, i…
Sorry I should have been more specific. I meant occlusions samples. In Transfer Maps window there should be a slider for "occlusion rays" I think it defaults to 16 which is quite low. I believe, because the rays are fired at random directions if the number of rays is too low then adjacent pixels can have sharp differences…
Okay, sorry I took so long in replying. The model I'm having the issue with is under an NDA, so I'm making a sample on the seam of a personal model of mine. And the "unlit texture" setting is on both models. The problem I'm having is the seam makes it look as though the two sides aren't meeting up by a mere pixel or two. I…
sounds like it can be coded easily. something that takes the many small images as input and puts them together as one big. dont have 3dsmax at hand, but I think maxscript might be even sufficient to copy paste pixel rectangles. other than that scripting languages or other image kits should work. it sounds so generic and…