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Forum: General Discussion Today, 10:39 AM
Replies: 52
Views: 567
Posted By Farfarer
No, Modo is OpenGL and doesn't support custom...

No, Modo is OpenGL and doesn't support custom shaders.

But it's awesome.
Forum: Technical Talk Today, 04:52 AM
Replies: 13
Views: 233
Posted By Farfarer
Hmm, I've not got UE4 yet... I'll have a go with...

Hmm, I've not got UE4 yet... I'll have a go with Unity and see if I can figure it out. I assume if it can work with Unity it'll work with UE4 :P
Forum: Technical Talk Today, 01:55 AM
Replies: 13
Views: 233
Posted By Farfarer
I'm not sure what you want and what you're...

I'm not sure what you want and what you're getting...

Are you wanting to have the pivots all stay at the origin, but you're getting the pivot move?

Or are you wanting the pivot to move but...
Forum: Technical Talk Yesterday, 05:47 AM
Replies: 13
Views: 233
Posted By Farfarer
Should be, in a sort of round-about way, if you...

Should be, in a sort of round-about way, if you get the latest version of my kit (v2.5 (http://community.thefoundry.co.uk/discussion/topic.aspx?f=83&t=77919)) I've added a "Convert to Hard Edges"...
Forum: Technical Talk Yesterday, 02:58 AM
Replies: 4
Views: 98
Posted By Farfarer
Huh... works perfectly here. I'm in Setup...

Huh... works perfectly here.

I'm in Setup tab, selecting the root bone of the hierarchy and clicking Mirror Hierarchy X...

Here's the mirrored version......
Forum: Technical Talk Yesterday, 02:13 AM
Replies: 4
Views: 98
Posted By Farfarer
This is always a strange one... I always get...

This is always a strange one... I always get around it and I never remember how I did it the next time I run up against it.

That said... I'm trying to replicate the issue here to see if I can...
Forum: Technical Talk 07-28-2014, 02:39 AM
Replies: 3
Views: 109
Posted By Farfarer
Generally that's something you'd do for...

Generally that's something you'd do for hard-surface items.

It's beneficial when you've got quite sharp edges in the low poly mesh because it means the normal map has less "work" to do - it...
Forum: Technical Talk 07-27-2014, 10:12 AM
Replies: 3
Views: 129
Posted By Farfarer
For what it's worth, I prefer having things like...

For what it's worth, I prefer having things like UI heights/offsets and things like that abstracted to a variable rather than hard-coded as a magic number - it makes it far easier to change it...
Forum: General Discussion 07-27-2014, 03:51 AM
Replies: 4
Views: 300
Posted By Farfarer
This varies quite a lot depending on the phone...

This varies quite a lot depending on the phone and the shaders you're running.

Polygons are quite cheap, so it's probably going to involve some common sense and trial and error. But a good few if...
Forum: Technical Talk 07-27-2014, 02:36 AM
Replies: 3
Views: 129
Posted By Farfarer
var i=0; var offset=5; for(var a in list) {...

var i=0;
var offset=5;
for(var a in list)
{
win.main.add('statictext', {x:15, y:15+i*offset, width:470, height:70} , [a]);
i++;
}
Forum: Technical Talk 07-25-2014, 07:24 PM
Replies: 72
Views: 1,875
Posted By Farfarer
Still working through it, yeah. After having used...

Still working through it, yeah. After having used it on fine projects, I've got another feature I want to add to it (after it's aligned everything, I'd like it to be able to stack all the loops...
Forum: Technical Talk 07-25-2014, 11:01 AM
Replies: 72
Views: 1,875
Posted By Farfarer
I'll see what I can do. Been on my backburner...

I'll see what I can do. Been on my backburner list for a while, just need to research it. I'd feel bad skimming this dude's code and I should do it as a C++ plugin anyway.
Forum: Technical Talk 07-25-2014, 02:08 AM
Replies: 4
Views: 146
Posted By Farfarer
You could set up a gradient map adjustment layer...

You could set up a gradient map adjustment layer and paint with a white brush on a black background below it?
Forum: Technical Talk 07-25-2014, 02:05 AM
Replies: 1
Views: 71
Posted By Farfarer
Under Falloff at the top, pick "Noise" as your...

Under Falloff at the top, pick "Noise" as your falloff.

Then in the tool properties, there's a Scale factor for the Noise Falloff - smaller values give you more variation.

Activate any tool and...
Forum: Technical Talk 07-24-2014, 05:16 PM
Replies: 72
Views: 1,875
Posted By Farfarer
O rly? :P

O rly? :P
Forum: Technical Talk 07-24-2014, 02:01 PM
Replies: 72
Views: 1,875
Posted By Farfarer
It's trying to make a set out of what can be...

It's trying to make a set out of what can be returned as None, a single value or a tuple. Just poorly written :/
Forum: Technical Talk 07-24-2014, 10:19 AM
Replies: 72
Views: 1,875
Posted By Farfarer
You need to have polygons selected, otherwise it...

You need to have polygons selected, otherwise it fails. It doesn't have any checks for not having any selection.
Forum: Technical Talk 07-24-2014, 08:01 AM
Replies: 72
Views: 1,875
Posted By Farfarer
I'll have a look at some point. Just browsing...

I'll have a look at some point. Just browsing through the code, it's not the most thorough of jobs in terms of error-catching...
Forum: Technical Talk 07-24-2014, 06:38 AM
Replies: 72
Views: 1,875
Posted By Farfarer
Hmm, you generating convex hulls or boxes? I only...

Hmm, you generating convex hulls or boxes? I only gave it a quick go with convex hull.
Forum: Technical Talk 07-24-2014, 03:18 AM
Replies: 72
Views: 1,875
Posted By Farfarer
Looks like it's pointing at an old version of the...

Looks like it's pointing at an old version of the OBJ loader preferences dialog command (these scripts were written for 501) and it now wants a units argument.

Try swapping line 203 which should...
Forum: Technical Talk 07-23-2014, 02:32 PM
Replies: 72
Views: 1,875
Posted By Farfarer
I've got a whole toolkit for handing texel...

I've got a whole toolkit for handing texel density, btw. Bit more advanced than the script ;)

http://www.farfarer.com/temp/farfarer_texden_3.png...
Forum: Technical Talk 07-23-2014, 04:41 AM
Replies: 32
Views: 782
Posted By Farfarer
You'll probably want more sides/divisions to the...

You'll probably want more sides/divisions to the cylinder (i.e. double what you currently have, if not 4x) then have each hole span 4 (or 8 if you 4x it) rather than 2 sides/divisions.
Forum: Technical Talk 07-21-2014, 09:36 AM
Replies: 5
Views: 189
Posted By Farfarer
Remap pixel values is only applicable for things...

Remap pixel values is only applicable for things like Shading Normal (where you might get negative values in the final image).

But yeah, the new colour management is strange. I just set everything...
Forum: Technical Talk 07-16-2014, 03:50 AM
Replies: 7
Views: 332
Posted By Farfarer
I'm not sure how you managed to convert a world...

I'm not sure how you managed to convert a world space map to an object space map with Handplane? That's not what it does.

Object and world space maps are generally the same because the maps...
Forum: Technical Talk 07-16-2014, 02:29 AM
Replies: 4
Views: 185
Posted By Farfarer
Yeah, the vertex normal maps are locked in object...

Yeah, the vertex normal maps are locked in object space - so when rotating/mirroring a mesh with a vertex normal map, the normals don't get updated.

So you can either remove the vertex normal map...
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