Here's an image, where are these black splotchies coming from. Default settings don't work for shit I have to turn on the legacy fg mode where you put a min and max range in to get rid of these. I have this on my home computer and my work computer.
I noticed Pior didn't mention the power supply (maybe the case comes with one): I just wanted to say that one should get a power supply that exceeds the minimum requirements of the graphics card. You won't find a newer/better processor than the core i7.
:) Thanks for the input guys. There is currently 1 texture sampler call for the noise permutation array. I had it in code.. but with it there it took over 3300 instructions. If I can get this working in a light enough state the applications are near limitless to adding subtle realism to our worlds. Other people have done…
So sorry to bump a five year old thread, but apparently someone has fixed the code in the comment section of the blogpost. I have yet to test it myself, but for anyone still interested, it might actually work now.
This might be a locked core functionality but just out of curiosity. Would it or is it possible to disable moving a face or vertex without the transform gizmo? What I mean by this is.......when in polygon mode or edge or vertex......you are able to manipulate the face,edge,vert directly without using the gizmo.....ideally…
https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/ExpressionReference/Math/#power Not as difficult as it sounds! Heres the official doc page for the node, comes with a fairly easy to understand example. As for the seam, you likely need to flip your normal map's y axis/green channel (iirc).
Hello everybody, I'm modifying a script I've used in the past and am running into issues. The goal is to have a for loop that creates a StingrayPBS shader, then checks the "Use Color Map" attribute. The pain point is that the "Use Color Map" attribute doesn't seem accessible until after the loop is completed. I run the…
Hi Matt, what would you like to know exactly? The idea behind the script is quite straightforward, its realization a little more complex for the lack of clever methods in 3ds Max code to get sorted edge loops/rings. The only thing you can query for is a BitArray filled with edge loop/ring indexes. For its very own nature…
Quake 3, hands down. I haven't worked with Doom 3's engine much, so I can't say a whole lot about it in regards to likes and dislikes. It's been roughly the same working with it as Quake 3, but since I don't do this for a living it's kind of hard to put Doom 3 up there. Anyway, I like Quake 3 because the art pipeline is…
I never called anyone specific an amateur. I hit reply to the last message in the thread, as I always do, so yes my post said I was replying to rhino, but it would have said I was replying to whoever was the last to post. I was referring specifically to the people who have not worked on a game, who were being so critical.…