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When I right click and duplicate material it doesn't do it until I try again.
While I'm at it (wish) I'd like to have more space where the scene materials are listed.
When I right click and duplicate material it doesn't do it until I try again.
While I'm at it (wish) I'd like to have more space where the scene materials are listed.
Please email test release bugs to me and crubadue@asgvis.com. No one else here has a clue what your talking about
Well about HDR:
tried to reproduce error - mat preview worked fine ()damn strange() but it crashed Told that I need to send dump to mcneel... Strange! And I don't know where to send my hdr ? As it 55mb huge
I just can't seem to trust myself
So what chance does that leave, for anyone else?
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CG Artist
I have here a HDRI as rar archive 30MB at my server. In the past I have got problems with highres HDRIs too. I will send a link to Joe so that the ASGvis team and Vlado can test it.
Well about HDR:
tried to reproduce error - mat preview worked fine ()damn strange() but it crashed Told that I need to send dump to mcneel... Strange! And I don't know where to send my hdr ? As it 55mb huge
Do you have an ftp site or some way for me to download it? If not don't worry about it, I think I have a hdr image here that causes a problem.
I have here a HDRI as rar archive 30MB at my server. In the past I have got problems with highres HDRIs too. I will send a link to Joe so that the ASGvis team and Vlado can test it.
I wish, the fresnel control could be back at the reflection options and I could control the reflection per map independent from the fresnel effect.
That would not solve the problem of the mortar in tile. I'm not sure if thats where your going with that or not.
As far as the mortar/tile thing I think it may be possible if you work some RCM mapping voodoo, but I'm not positive. Corey is going to test that theory out. If not I guess the only solution to that issue would be to allow fresnel have maps for the reflection/refraction color( which is not the same thing as what your suggesting when you say to move fresnel control back to where it used to be)
... If not I guess the only solution to that issue would be to allow fresnel have maps for the reflection/refraction color( which is not the same thing as what your suggesting when you say to move fresnel control back to where it used to be)
The motar/tile problem is a classical render issue, often needed. I'm not sure about the difference of the two methods. Maybe Vlado know a good answer.
If I remember me right, I have done this effect in the previous releases as the fresnel control was not a map and the reflection color was controled per map.
If I remember me right, I have done this effect in the previous releases as the fresnel control was not a map and the reflection color was controled per map.
If you used the "reflection" map at that time, it was really the same thing as the map on "Filter" now. So if you put a fresnel tex on the "Reflection" map and put your other map on the "Filter" map then you will have the same result you previously had.
I realize its confusing, but back then the actual reflection map was reserved for fresnel only and the map shown next to "Reflection" was actually being used for what the current "Filter" map is used for. Now that we have a way to allow our users to handle all of that stuff for themselves there is no more "behind the scenes" crap like that going on.
We are looking into this further for a solution more similar to how it would be handled in VRay for Max ( being able to select a texture as opposed to a color only in the Fresnel reflection/refraction parameters ).
I'm not sure I have post it in the past: blocks are not visible in the rendered scene and materials of blocks are ignored. Example: import an object with textures -> create a block -> insert this block several times -> render -> ...
I'm not sure I have post it in the past: blocks are not visible in the rendered scene and materials of blocks are ignored. Example: import an object with textures -> create a block -> insert this block several times -> render -> ...
Yeah I fixed this last night. They are in the scene, just not in the right location
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