Extrude cutting and creating it's own extrude.In order to disconnect the transparency, right-click on the transparency attribute and select "Break Connection". By default, any faces you add using the Append to Polygon tool lie in the same plane as the polygonal mesh you append to. That will split up multiple connections to reveal the individual arrows, and you can break them as needed.Īnother option would be to double-click on the Lambert material, and in the Attribute editor, look at the "Common Material Attributes". If the edges you select are not aligned, the face will not turn around this reference line. If it's one thick arrow, go to the "Options" menu in the Hypershade, and uncheck the box labeled "Merge Connections". Click the arrow, then hit the "Backspace" key to break the connection. If it's two arrows, hover your mouse over each one to discover which is the transparency connection. If that's the case, you'll either see two arrows, or one big thick arrow. If it's a PNG image, Maya may have also connected the alpha of the PNG to the transparency of the shader. Hover your mouse over this connection, and you'll see a little label appear, that says, "file1.outColor->lor" If it's a JPEG image, you'll see a single, thin arrow going from the file texture to the shader. Look in the Hypershade window and look at the connection between the file texture and the shader. You inadvertently performed an experiment that probably gave you the answer. If converting your image map to JPEG from PNG solved your problem, it's most likely that your shader is reading the transparency channel of the PNG in addition to the color. From Maya to unity import pivot setting problem 1.
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