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Flakked

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  1. One thing I run into frequently when using Deviation Direction for realitime game models is that the spline, and subsequent mesh, are bent at a hard angle. Was curious if there's a good way of smoothing out transitions like this: The Tolerance slider doesn't seem to alleviate this either. Meta mesh does a decent job of fixing this, but with a low Tris count for game meshes, it causes some extreme UV distortion. Would be nice to get this working on a simple cylinder mesh builder. Thank you for the help!
  2. Awesome, thanks for the heads up, Eduard!
  3. Hello! We've been using this awesome plugin at our studio for a few months now, and one suggestion I've had is adding in a Seed Offset value for an Instanced Geometry mesh builder comprised of multiple objects. I was reading a previous suggestion post that sounds related, but my issue is a little different I believe: ( https://exlevel.com/forum/index.php?/topic/192-random-choice-of-objects-in-list-in-the-instanced-geometry-mesh-builder/ ) Here's an example of the issue I'm running into: I'll notice that I have two of the same frond cards that are next to each other. If there was a Seed Offset, I could roll the dice (so to speak) and get a new variation on the objects. As a workaround, I've been adjusting the "Count Rate %" of a specific Instanced Geometry object to get rid of duplicates. The downside with this is sometimes you have to reduce it quite a bit, which in turn means that object won't show up as much, and therefore less variation globally. Thanks again!
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