I still didn't get it. Could you show some links on how it works?riggles wrote:Sorry, worded that funny. Tiled UVs such as UDIM or manually ofsetting UV space so that multiple texture maps can be used for single mesh UV. This is how MARI artists sometimes output their textures so you have multiple hi-res textures tiled across a surface.- No UV offsets for tiled hi-res texture maps. Ditto.
What do you mean? There is a transformation node with offset settings
What exactly do you need? do you need fog everywhere?riggles wrote:Yes, I could, but that would kill render times since the area that really needs fog calculated is just the area around the camera frustum. Unless I'm mistaken, would not end up being a practical solution.- No environment fog. It's a snowy day, after all. There's a volumetric fog hack for Octane, but who wants to animate that hack for 5 different moving cameras?
Can't you link a small sphere to the camera in 3dsmax? No point to animate it.
in this case sphere with inverted normals would be the best trick. I attached an example file in 3dsmax topic.

