Hi
Well I would just create one pass per light channel you want.
Just grab the only light channel you want to light your scene, put it in a
new partition. Take the other lights and put them in a new partition you'll
actually hide
done !
2013/8/6 Artur Woźniak
> Hey,
>
> I seem to remember a di
pretty good beers, but the city... ergh
2013/6/7 Sebastien Sterling
> a ffs i'm not taking 4 hour drive to the Channel tunnel :( why not come to
> Brussels we got better Beer :P
>
>
> On 6 June 2013 18:51, Stefan Andersson wrote:
>
>> I'll be there around 6:30, getting my stuff ready now.
>>
>
Hi
well you can freeze the fractured geometry before dynamics of course, but
if you want something more simple, you can just make the fractured geometry
"on live" while simulating, which will allow you to have total control over
the kind of multiple fracturations you seem to be looking for, and im
awesome stuff ! congratulations on the work done
2013/5/21 Rob Wuijster
> big kudos to all involved. This looked awesome!
>
> Wouldn't mind to see some more on all the stuff done for this, like
> muscles, hair, rendering etc.
> Great Softimage showpiece! :-D
>
>
> Rob
>
> \/-\/
really cool trailer, love it ! awesome 3D work on it
2013/5/14 Anthor
> That is fantastic.
> we watch the original WWD series at least once a week before bed, the
> kids are going to love this one.
> in case anyone is not familiar with the franchise, here's a wiki link,
> and its available on N
as far as I know, i never seen any shape animation working out from any 3D
packages, whatever if it is Unreal engine or Unity, only skinned geometries
are accepted.
Maybe there is some tools on the unity asset store that will let you do
something like that, but not natively, sadly :)
2013/5/14 Mi
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