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[note] Houdini

Reference / credit to Nine Between
  1. [enter] = transform ; [space] = orbit. Its sticky keyable so it can be holding space/enter to temporarily switch around or press on keyboard to change the mode.
  2. click on the sphere at the bar. press enter to drop the sphere at center
  3. in the node graph, a sphere_object1(geo) node has been created, double click into the geo node will find a sphere node.
  4. over on the node and click on the eye icon or to the right button blue button to view the current node in viewport.
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  1. go regedit > Computer\HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\GraphicsDrivers
  2. add TdrDelay and tDrDdiDelay as DWORD(32-Bit) with 60 as decimal

Will Huff(https://www.youtube.com/user/fxrtst11/featured) suggested website

https://www.mcmaster.com/

  1. open regedit
  2. goto Computer\HKEY_CURRENT_USER\Software\Allegorithmic\Substance Designer\session
  3. delete the “dialogs” folder

zbrush summit 2020 tip

Draw loop along polymesh edge

  1. go under stroke
  2. curve function
  3. click off everything but polygroup
  4. click frame mesh
  5. pick one of the curve brush
  6. hit on the curve
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Thanks to James Grimes for doing these tests (https://community.foundry.com/discuss/topic/153264/mari-maya-and-renderman-23-equivalent-subdivision-settings)

Maya UV Boundary Smoothing: None
Renderman Face-Varying Interpolation: Old Style
Mari Face Var. Linear Interpolation: All

Maya UV Boundary Smoothing: Preserve Edges and Corners
Renderman Face-Varying Interpolation: New Style
Mari Face Var. Linear Interpolation: Corners Plus1 or Plus2 (Plus 2 extends Plus1)

Maya UV Boundary Smoothing: Preserve Edges
Renderman Face-Varying Interpolation: New Style, no corners
Mari Face Var. Linear Interpolation: None

Maya UV Boundary Smoothing: Maya Catmull-Clark
Renderman Face-Varying Interpolation: New Style, internal only
Mari Face Var. Linear Interpolation: Boundaries

the following is from renderman/katana

Interface.SetAttr(‘geometry.facevaryinginterpolateboundary’, IntAttribute(3))
Interface.SetAttr(‘geometry.facevaryingpropagatecorners’, IntAttribute(0))
Interface.SetAttr(‘geometry.interpolateBoundary’, IntAttribute(1))
Interface.DeleteAttr(‘geometry.vertex.N’)
Interface.SetAttr(‘type’, StringAttribute(‘subdmesh’))

We set several attributes above to match the Maya settings. Below we list the other options should you need to experiment.
Options for geometry.facevaryinterpolateboundary
0 (old style)
1 (new style)
2 (new style, no corners)
3 (new style, smooth internal only) This is the current Maya default

For default maya smooth method

Set a standard for each project. eg1: each udim per 1 meter, texture size as 2048

  • In this case: 2048px per 100 unit
  • texel density (px/unit) : 2048/100 = 20.48
  • map size: 2048

if the standard is each udim is 5 meter, each udim is 2048

  • 2048px per 500 unit
  • texel desity (px/unit): 2048/500 = 4.096
  • map size: 2048

[notes]Unreal Basics

basic scene template. To setup light/sky from a blank scene. from Learn UE cources website: Your First Hour with Unreal Engine

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https://community.foundry.com/discuss/topic/128167/error-baking-stack-anyone-run-into-this

according to the forum:

Preferences > GPU > Virtual Texture > Virtual Texture Size for Paint Bake

turn up the size

reference: https://forum.corona-renderer.com/index.php?topic=11024.0

“dubcat” updated it with sample values from Corona 1.4 (2016-02-06 Daily), in case there have been ninja fixes.

Plastic = 2-5% reflectance = 1.3 – 1.6 IOR
Gemstones = 17% reflectance = 2.4 IOR

armor fur update

settings for color/diffuse/reflection
settings for roughness/glossiness/metallic/mask/normal/height

sRGB 50 – 0.1961

float

sRGB 30 – 0.1176 float

sRGB 240 – 0.9412 float


in ACES (technically aces 32bit contain much bigger range . up to 0-16. But to avoid NaNs, better to keep it under the same rule)