My current task as a junior (read: newborn) member of a very small indie team is to make trees for our UE4 project. Heh! I've read countless forum threads (including Polycount's wiki on foliage) and watched as many YouTube tutorials, and all claim to preach the ultimate method, be it cheap/quick, quite complicated, or a…
I would use a simple approach. Basically all you have to do is : ( 1 - glossiness ) * numofmipmaps. In my case it's 7. My setup : If your are using phong or blinn you might want to multiply your glossiness by 128 in order to get a range of 0 - 1 to avoid value like 180 or 200. But with a cook torrance or a spherical…
Hey Nielsen I was able to get the particles to start swirling, it just requires some further tweaks to the values in both attractors. Let me just explain it a bit so that you can get yours going: 1. Start with a basic particle emitter. I deleted the velocity on mine but you can keep it if you want to affect those…
Creasing really shouldn't add any new points to the model since it is designed to act more like a dynamic tag that you can remove or change around as needed. However there are other options in the creasing menu that could lead to the actual altercation of the model if they were used instead (like the bevel option with a…
sorry for the late reply,- although I have not yet been experimenting with communication between MS and JS or html through ports/ sockets or with the help of additional tools - I was able to communicate more or less with an embedded html / JS within max. it requires though that the html or JS file that is used is run…