Forum Replies Created

Page 19 of 494
  • Use a MoSpline referencing your spline object and set the Grow Mode to Separate Segments.

  • Sorry, I misunderstood your question. I don’t see any way to do what you’re wanting to do with the Sculpt toolset. Oddly enough it does seem to work fine with the Brush Tool from the standard modeling tools. Perhaps you can use that as a workaround?

  • Adam Trachtenberg

    January 5, 2017 at 5:20 pm in reply to: R18 lights

    I don’t have this issue. Does the light icon look like an area light or the light bulb?

  • Adam Trachtenberg

    January 5, 2017 at 5:18 pm in reply to: Animated Graph

    The way I would do it would be to put the extrudes into a MoGraph Fracture Object and then apply a Shader Effector to the Fracture Object. The Shader Effector would be set to scale in Y, and in it’s Shader tab I’d load a texture with the appropriate color values.

    The easiest way to set this up is to create a plane covering the shape of your map and give it a material with the texture showing your state color values. If you put the texture in the color channel, for example, you would then go to the Shader Effector’s shading tab, set the Channel to use Color, and then drag the texture tag from your plane into the Texture Tag box.

  • Adam Trachtenberg

    January 5, 2017 at 4:27 pm in reply to: Topo map in the shape of letters?

    If I understand I think the best way to do it would probably be to use a boolean object to cut the letters.

  • Adam Trachtenberg

    January 5, 2017 at 4:26 pm in reply to: Zooming background footage

    I would put the footage on a plane object to use it as a modeling reference.

  • I think it should work the way you want if “surface distance” is unchecked in the tool’s settings tab.

  • Adam Trachtenberg

    January 4, 2017 at 12:36 am in reply to: Very Noisy Arnold Render

    I hate to say it, but Arnold is just REALLY slow on interior scenes like this.

  • Adam Trachtenberg

    December 30, 2016 at 2:26 am in reply to: Jittery Jerky align to spline movement

    It looks like the camera, not the cube, has the jerky movement. Or else it’s a disparity between the camera and cube. In any case, create a new camera, make it a child of the cube, and set that camera as the render view to smooth it out.

  • I believe it is the frontal projection. To see what’s going on, set the texture projection to Camera and use your render camera. That’s the same thing as using frontal projection. Then look at the floor from a top view and see what the texture is doing.

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