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Work with whatever units suits you - preferably inches or cm. Be careful to adjust the sample size of the lightcache /if you use one/ to a relative to the scene units one. You can easily check what number to use, if you make a sphere and see how big it is and what is its radius.
i remember reading somewhere that you should leave your system units in inches and your work units in metric,(if you use metric that is) aparently max works best calculating in inches then converting to metric.. but i could be wrong and merely drempt the whole experience.
i remember reading somewhere that you should leave your system units in inches and your work units in metric,(if you use metric that is) aparently max works best calculating in inches then converting to metric.. but i could be wrong and merely drempt the whole experience.
i think the reactor manual states they (havok) base their values on meters as units (not surprising since they are situated in ireland)
if you have different units, default falues (f.e. G = 9.81m/s²) wont work - already experienced that
So i guess it depends on what portions of max you are looking - certainly not a nice thing to have.
ps: i'm working in cm right now, because the vray fisheye cam cant get closer to any object than one sys unit (which isnt much if you use meters)
i think the reactor manual states they (havok) base their values on meters as units (not surprising since they are situated in ireland)
It has nothing to do with the fact they are situated in Ireland...
All sientific laws use SI Units (System International Units) :
Distance = meters Area = m2 Volume = m3 Time = s Temperature = celcius and so on... http://physics.nist.gov/cuu/Units/units.html
It has nothing to do with the fact they are situated in Ireland...
All sientific laws use SI Units (System International Units) :
Distance = meters Area = m2 Volume = m3 Time = s Temperature = celcius and so on... http://physics.nist.gov/cuu/Units/units.html
we've found that very small scene scale can lead to vray shadows missing out detail and looking "fuzzy" even when they aren't set to soft...dunno if its a bias setting we're missing somewhere...
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