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[Max] I need help! / Re: Question about importing PBR textures from Substance Designer
« on: Yesterday at 07:07:40 »
All textures except the basecolor need to be gamma 1.0
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Sarcasm here? It will be same result
So, I did a Cinebench R23 benchmark just now (16", M1 Max, 64RAM), started with Low Power mode, ran it for 10:00:00 and the score was 10834, then, immediately, after this test, I ran it again, this time in High Power mode and **SHOCKER** it scored 12108.
Issue occurs with Corona ONLY BECAUSE it is poorly optimised for Mac silicone! Simple as that!
I checked the option and it works as you said, except when I extrude a polygon of a box the map stretch and I have to apply uvw modifier, is it supposed to be like that even after checking the real-world coordinates option?
what does this option do ?
https://ibb.co/G76GWR2
I get this result by selecting the horizontal faces and apply another UVW map then rotate, is there a better way ?
I don't understand corona Triplanar map, how can I use it to my advantage in simple interior scenes ?
Sure thing, i was simply providing typical usage cases, but as i mentioned earlier, those mapping methods are not mutually exclusive, you can easily replace one with another if you wish.
On the other hand it won't work on objects unwrapped to 0-1 UV space that uses bespoke non-tiling textures.
So now I am excited to use this method cause it seems better, because I only need to add one UVW Map to an obecjt even if I have 3 or 4 materialsThen this is really going to blow you socks off :)
for obj in selection do
(
resetXForm obj
convert obj #editable_poly
)
macroScript ResetAndCollapse
category:"AAScripts"
toolTip:"ResetAndCollapse"
(
for obj in selection do
(
ResetXForm obj
ConvertToPoly obj
)
)
macroScript ResetAndCollapse
category:"AAScripts"
toolTip:"ResetAndCollapse"
(
for obj in selection do
(
ResetXForm obj
ConvertToPoly obj
)
)