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Vlado did post at one point in here how to make all the materials default to v-ray, I cant remember the exact post atm but a quick search should be able to find it...
-dave
Cheers,
-dave
■ ASUS ROG STRIX X399-E - 1950X ■ ASUS ROG STRIX X399-E - 2990WX ■ ASUS PRIME X399 - 2990WX ■ GIGABYTE AORUS X399 - 2990WX ■ ASUS Maximus Extreme XI with i9-9900k ■
you can manually set all your materials to whatever you want them to be - say standard blank Vray Mats, or even a few of your favourite settings for instance like glass / brick / etc. and save the library as medit.mat in the folder 'matlibs'.
This will then be the default material library for the material editor.
Ive got a request for a tip, because logic tells me I should be able to do it but I cant figure out how.
When using editable meshes, is there any way to stop it from being able to select the dashed diagonal edges? It makes a distinction within the viewport so it obviously knows you just clicked on something different, but theres nothing to use that information/disable half of it. Its incredibly frustrating, and would be so much easiar if you could do that.
sv - saving a material library as medit.mat in the matlibs/ directory doesn't seem to do anything for me. it still loads with standard materials.
syclone1 - i've been doing searches on these forums and other places for the last couple days, and haven't found anything. the search engine on these forums seem to be incredibly broad; i haven't been able to find it.
sv - saving a material library as medit.mat in the matlibs/ directory doesn't seem to do anything for me. it still loads with standard materials.
syclone1 - i've been doing searches on these forums and other places for the last couple days, and haven't found anything. the search engine on these forums seem to be incredibly broad; i haven't been able to find it.
Cheers,
-dave
■ ASUS ROG STRIX X399-E - 1950X ■ ASUS ROG STRIX X399-E - 2990WX ■ ASUS PRIME X399 - 2990WX ■ GIGABYTE AORUS X399 - 2990WX ■ ASUS Maximus Extreme XI with i9-9900k ■
Most of you might already know this, but maybe someone would find it useful,
To move and snap an object using its center pivot, quick and easy:
Turn on snap button, select an object, turn on 'selection lock toggle' (spacebar), and then click anywhere on empty viewport (make sure the cursor is not snapped on anything), drag the cursor to anything you want to snap to (a vertex or something, you just have to snap on something). Your object will move to the location you snapped to, centered.
one from me:
to arc rotate in perspective view, alt+MMB, (this is the common one), but sometimes orbiting became unpredictable, click at zoom extents selected; it zooms around object if selected, and makes more predictable orbiting, sort of reseting it
Most of you might already know this, but maybe someone would find it useful,
To move and snap an object using its center pivot, quick and easy:
Turn on snap button, select an object, turn on 'selection lock toggle' (spacebar), and then click anywhere on empty viewport (make sure the cursor is not snapped on anything), drag the cursor to anything you want to snap to (a vertex or something, you just have to snap on something). Your object will move to the location you snapped to, centered.
Cheers
I hate that, anyway to turn it off ?? when it came first , i tought it is a viewport bug
EPoly: Select Edge Loop, hold Ctrl + Remove to remove edges AND vertices. (new in v8 i guess but i didn't learn it until 9 Embarassed )
WO!!! That's good. I used to CTR+[Vertice Mode] to select all vertices first. Than switch back to edge and delete the edge loop. Then switch back to Vertice mode (vertices are still selected) and delete.
But your tip is a pretty time saving solution!!! Thanx!!!
YES!! That's the way I did it for years too! I about crapped my pants when I learned this was available in r8 for the last couple years....
Now I want a modal add/remove edge loop tool that does both simply by clicking between/on edgeloops. There are some cool scripts out there but none that do this on the fly (that i have found anyway).
If you have an object and your points all need to be in the same plane (like say a wall where the top face has gotten distorted and the points aren't all at the same height anymore) you can select all those points, and scale by 0% the dimension you want them aligned in. So in the case of this wall, select all the top faces, scale by 0% in the Z, and they will all be perfectly ligned up and ready to be put in the right Z location.
To easily get to the type-in transform box (for move, rotate, scale) you can right-click on any of those tools from the top toolbar.
In addition: scale selected by -100 = mirror (no need to ResetXform if scale it under any Subobject level of the mesh or poly);
F12 - Show/Hide Transform type-in box
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