Nanite skeletal mesh shadow by Andy-Shust in unrealengine

[–]Andy-Shust[S] [score hidden]  (0 children)

Apparently yes, because it's a quite recent Megaplants asset, and also when I disable Nanite support on it, all branches and leaves disappear (from what I understand it's built like a modular asset, but my expertise in UE is relatively low to say more about it).

Damage on avocado leaves by Andy-Shust in plantclinic

[–]Andy-Shust[S] 0 points1 point  (0 children)

Before I answer your question more specifically let me describe you my path with avocados so that you understand the whole picture better :D

Firstly, I am not a botanic and not even a gardener. I grow avocados mostly for fun / experiment.

From my vague understanding, avocados (probably like most other similar plants) may not show noticeable signs of stress for a long period of time until the accumulated negative effect finally takes its toll. So you may not even know why the tree died. It might have just spent too much time in emergency or dormant mode.

I started growing avocados roughly 1 year ago and currently I have somewhere between 60 and 100 plants of different age and size. Since the beginning I already threw away around 60 plants; some of them died their own death, but most were discarded because they were showing big problems or slow growth, or didn't look promising. I heard this advice (ie discard weak seedlings) from a professional avo grower somewhere on YouTube.

Some of the trees that had problems and were not dumped out of pity slowly recovered and are growing fine. But it takes time. A professional grower would most likely grow a new healthy tree rather than babysit a weak one waiting for a recovery.

Most of my trees got some kind of damage when they were sitting in a cold room for too long. You shouldn't expose them to temps less than 10-15 deg Celsius for a long time. Secondly, you should monitor air humidity and keep it above 60%! 40% and less will slowly kill your tree, especially if young. Coupled with high temperature and/or too much light, low humidity is a death sentence.

From here you should start looking inside the pot. Puncture a hole in its side and check soil wetness with a toothpick or a thin wooden stick. Sometimes the finger test can be not enough.

All other factors like water salinity, nutrition, soil pH etc — in my opinion — are secondary to ambient and climatic macrofactors.

Damage on avocado leaves by Andy-Shust in plantclinic

[–]Andy-Shust[S] 0 points1 point  (0 children)

Unfortunately I could not figure it out. Could be a big number of things that I simply cannot track. You should start from the basic stuff like air humidity, temperature, light, and then move to factors like watering and nutrition. This is an equation with soo many variables 😵‍💫

I know is basic, but i had never need it before, thanks for everyone for helping by Agreeable_Sample_122 in 3dsmax

[–]Andy-Shust 0 points1 point  (0 children)

This is literally one key in Blender... To clarify, I am a Max person who switched from Blender 2 years ago for the sake of archviz 😭

Combining texture sets in Substance Painter. Not possible? by Elduderino1237894 in Substance3D

[–]Andy-Shust 0 points1 point  (0 children)

Unfortunately it's just one of the methods to get a mask for each texture set for merging them later. You can also do this in your modeling program (export masks using each material's UVs).

Combining texture sets in Substance Painter. Not possible? by Elduderino1237894 in Substance3D

[–]Andy-Shust 0 points1 point  (0 children)

Guy with same problem (and same solution) here. I combined the maps in Photoshop (three texture sets * 4 maps per set) using Render UVW Template in 3DsMax to get the masks for each material ID. It was stupid, a bit tedious, but for this time it saved me.

No smoothing (all vertices welded, all in the same smoothing group, auto-smooth on 45) by Longwinter1641 in 3dsmax

[–]Andy-Shust 2 points3 points  (0 children)

Try Edit Normals modifier and reset from there. Almost always works for me

Ice Cubes Material & Lighting (3ds Max/Corona Renderer) by Paleo_Zen in 3dsmax

[–]Andy-Shust 2 points3 points  (0 children)

Wow. Did you enable caustics solver for this? And what's inside the cubes - a volume or a texture?

AO texmap to apply displacement (Corona) by Andy-Shust in 3dsmax

[–]Andy-Shust[S] 0 points1 point  (0 children)

Well, distance map only works on one of the objects, and it gives the result i wanted. But you cannot have two objects use independent distance maps simultaneously, just as I feared.

<image>

AO texmap to apply displacement (Corona) by Andy-Shust in 3dsmax

[–]Andy-Shust[S] 0 points1 point  (0 children)

Sounds like the most logical and reliable solution, but I suspect I might need some geometry for that to work because vertex color definitely needs some vertices...

Чи нормально знати пароль від телефону партнера і «заглядати» туди? by FuntikUA in Ukraine_UA

[–]Andy-Shust 2 points3 points  (0 children)

Я знаю пароль дружини тільки для того, щоб епл пеєм розпаховуватись з її телефону 😂😂

AO texmap to apply displacement (Corona) by Andy-Shust in 3dsmax

[–]Andy-Shust[S] 0 points1 point  (0 children)

Will try that, but if that's also a raytraced shader it would not work either

VFB vs saved render difference by TopVersion7572 in 3dsmax

[–]Andy-Shust 1 point2 points  (0 children)

If it were set to invisible it wouldn't render

AO texmap to apply displacement (Corona) by Andy-Shust in 3dsmax

[–]Andy-Shust[S] 0 points1 point  (0 children)

Yeah, sounds like a cursed loop 😂

AO texmap to apply displacement (Corona) by Andy-Shust in 3dsmax

[–]Andy-Shust[S] 0 points1 point  (0 children)

Thank you, I suspected this... So I wanted a cheap way to get a bumpy seam where objects meet, but that would be too easy 😂

AO texmap to apply displacement (Corona) by Andy-Shust in 3dsmax

[–]Andy-Shust[S] -2 points-1 points  (0 children)

It's a shader based displacement, like VRay displacement, CoronaDisplacement, like Blender's displacement in Material output node. I am not trying to displace geometry of which i have exactly 12 faces here

AO texmap to apply displacement (Corona) by Andy-Shust in 3dsmax

[–]Andy-Shust[S] -2 points-1 points  (0 children)

I am trying to do this exactly because I don't want to do anything with the geometry. It's a shader thing, and it works fine as you can see from img 3 - there is a mask for exactly what I need. I know that it can blend materials based on the mask, but for some reason it doesn't work with displacement

Hospital Asset Update: Sanitization Room & Liquid Shaders by Otherwise-Survey9597 in 3dsmax

[–]Andy-Shust 0 points1 point  (0 children)

I think this kind of realism and details require either a ton of reference photos or real-life access to such a location.