Forum Replies Created

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  • Brian Jones

    January 25, 2020 at 4:44 am in reply to: Why don’t texture files replace?

    it replaces the texture if the name is different from the last one. If you are editing an image that’s already imported and you want load the latest version, click on the image name in the Texture slot, that takes you to the Bitmap Shader dialog and click on Reload Image there.

  • Brian Jones

    January 21, 2020 at 3:31 am in reply to: children don’t follow null object

    Sounds like the Enable Axis tool has been engaged – that allows that kind of action (which is as you presumed very useful) – the shortcut is “L” so it is easy to accidentally do (and turn off)

  • Brian Jones

    January 15, 2020 at 3:38 pm in reply to: Attracting polygons to one another

    you can stop the rotation by increasing Follow Rotation in Rigid Body/Force to 100 and you can limit the bounce by setting the Bounce in the collider and the “C” to 0 but you will still get a small amount of bounce, don’t know how to stick the pieces on contact but still have them slide. Bringing it back together can be done by running it backward (in post)

  • Brian Jones

    January 10, 2020 at 10:11 pm in reply to: Fracturing Text problem

    shouldn’t be…. did you check Hull Only and set a Thickness earlier in your attempts to get solid pieces? That would make pieces look hollow.

  • Brian Jones

    January 10, 2020 at 7:02 pm in reply to: Fracturing Text problem

    in the Caps tab of the MoText or the Extrude check “Create Single Object”

  • Brian Jones

    January 6, 2020 at 4:44 pm in reply to: Normal displacement question.

    haven’t seen anything like that, what happens if you copy/paste it into a new project file? otherwise can you post the file (or a stripped down version with the problem part)

  • Brian Jones

    January 3, 2020 at 4:49 pm in reply to: How to do that

    Degree node and Range Mapper node for the speed and an Invert node for direction

  • Brian Jones

    December 27, 2019 at 9:38 pm in reply to: realistic sticky snow with x particles

    haven’t had access to XP 2.1 for a long time and only remember it was very different than 4.
    The basic steps would be – emit snow, detect collision on objects, stop particles that collide, when a particle collides change it’s group so incoming ‘snow’ can now collide with that new group (that’s how you get depth buildup)

  • preview render will remember as many frames as it can fit into the memory you set for that in Preferences/Memory/Picture Viewer for quick playback and cache the rest, don’t know if that is retrievable after a render. Don’t know that the render Queue saves anything.

    And rendering a separate pass without the need to render the image is an often heard request (usually in a similar situation) but I would guess that render passes are pulled with magic math from the render data not ‘the render data assembled from the passes’ (since the passes didn’t exist at first – in the olden days).

  • don’t have 19 here but in 20 I get the behaviour I expect, it can’t be turned off except at a global level – either the emitter contributes to GI yes/no or a receiver can receive yes/no – no inclusion/exclusion like with standard lights and that’s what I expect. Unchecking Seen By Camera should only make the object invisible but it should still contribute GI. Maybe someone knows better but I think GI (at least in Standard) behaves ‘real’ and you can’t pull the same tricks as you can without GI, I did a quick test with Redshift and I don’t see an easy way there either (but may be missing something). It’s definitely possible in Corona – not that that helps

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