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Posted By tiz On 12-10-2005 | Views: 1,908 Replies: 3
Thanks for the reply ragecgi!

This is just what i needed to know. (not what i wanted to hear though haha). Problem is my motherboard is rather outdated, so upgrading my cpu, means upgrading my...
Posted By tiz On 11-10-2005 | Views: 1,908 Replies: 3
Hallo all,

I have a computer with the following specs:
-MSI KT4V ATx
-AMD Athlon 2400+
-512 MB DDR
-ASUS V9560 (GeForce FX 5600, AGP, 128 MB)
-Maxtor 80 GB
-Samsung Syncmaster 913v
-XP sp2
Posted By tiz On 03-04-2005 | Views: 1,395 Replies: 4
you should probably just render it in two steps. once with raytracing off and dmap shadows on. after that select the whole character and turn off primary visibility (make sure visible in refractions...
Posted By tiz On 30-03-2005 | Views: 2,517 Replies: 8
here is proof :)
Posted By tiz On 30-03-2005 | Views: 2,517 Replies: 8
hey alan, thanks for helping me out here. appreciate it.
seperate passes is not the way to go either i guess. i need the shadow of my object refracted in my object. if i push the ambient value of...
Posted By tiz On 29-03-2005 | Views: 2,517 Replies: 8
yes, but... there will be no shadow that way...
Posted By tiz On 25-03-2005 | Views: 2,517 Replies: 8
hey,

thought i provide 2 images that clarify the prob. this is not my actual object, this is just for clarification. the first is how i want it, but then with a whiter plane. the second is a...
Posted By tiz On 25-03-2005 | Views: 2,517 Replies: 8
hey all,

i have a scene which is basically a glass object (ramp shader + reflections mapped to the reflected color) on top of a plane which has a white lambert assigned to it. i have everything...
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