Yeah it's worth trying in a production configuration to see if it's suitable. @Dickie Nice Wind Waker style lights ! You could also used command buffers and deferred rendering to inject your lights inside the lighting buffer.
@fire67 ooh yeah I remember the content example for deferred area lights, I might just have a go at that although would probably be quite similar in result presumably
been playing around with adding delaunay tri hull to any set of points in max, the video is a point emitter helper which when its converted to an editable mesh is converted to a convex hull based on the point set, the last changes are when the base emitter has min spacing turned on and off. The result is not always ideal some very thin tris are created so a sensible post processing routine need to be applied to the mesh to correct for those.
using a box emitter for the base works quite well for random blocks
to square of the blocks its a simple case of setting the emitter to surface
Never had the chance to share anything about this tool, so here's a quick test
The tool is Array Master, an array tool for Maya that doesn't require Mash, so works on old Maya version. It is part of AMTools 2.0, which is still in dev ^^'
Never had the chance to share anything about this tool, so here's a quick test
The tool is Array Master, an array tool for Maya that doesn't require Mash, so works on old Maya version. It is part of AMTools 2.0, which is still in dev ^^'
I post often on the RTVFX forums i should prob start doing that here too, anyway here's my WIP shader experiment. A slope aware rain spatter/drip shader, I'm in the process of making it look prettier here's some gifs. i'm aslo wrapping the entire thing into a material function so it can be easily layered on top of any surface material.
For a long time, I have been following this thread (Sneaky, Sneaky, Sneaky :P), and inspired me to make my own panel/shelf. This because the lack of space in my Maya shelf and the continuous looking for the right checkboxxes at the right time was getting on my nerves. So, I decided to make to make a panel/shelf to store all my favorite icons, buttons and checkboxxes. This is the first time I made something with scripting, so it was quite a struggle, since I am also not a programmer in any kind .
The "Bag O' Tricks" panel/shelf is dockable and de-dockable so it can be placed on a 2nd monitor. All the icons that I mostly use on a daily base, are in there. I initially made this script in Maya 2015, but at school worked in Maya 2017. The icons in there were amazingly better looking than Maya 2015, so I Photoshopped them out of Maya 2017, and stored them into a folder, linked to this panel/shelf.
My question to you experts is, what is your opinion, what would you add or change, and more importantly, what would you add to a "tech" tab? For now, I have placed empty sliders and buttons there, but I would think it will be nice to fill that tab with stuff soon. So, suggestions?
All suggestions are more than welcome, Thank you all, Danny
PS; Amazing work all. It has been truely inspiring for me!
While I was working on a project and relearned some maxscript, I made a couple of scripts for 3ds max to help with some tedious tasks, such as exporting lot of models in one go, adjusting turbosmooth on many objects ect., and have uploaded them to my website, in case someone else might have any use of them. http://www.http//mcgreed.dk/maxscripts.html
Working on a Landscape generator for webGL in unity that uses tilesets. Depending on the bitmasking value that is calculated it chooses the corret 3d-mesh. Now i need to make some 3d-tiles.
Finally can share a preview - 3ds max fast blockout tool done as a part of the keyHydra suite, customized boolean cutters and more interactivity by manipulating the operands right in viewport:
I've made some tools to speed up the process of renaming objects, specifically for 'Match by name' baking in Substance Painter.
This next script is for deleting suffixes. It will check if the suffix is '_high' if it is it will delete the last 5 characters of the name. If _high isn't the suffix then it will just delete the last 4 characters which will delete '_low' or '.001'.
I've made some tools to speed up the process of renaming objects, specifically for 'Match by name' baking in Substance Painter.
This next script is for deleting suffixes. It will check if the suffix is '_high' if it is it will delete the last 5 characters of the name. If _high isn't the suffix then it will just delete the last 4 characters which will delete '_low' or '.001'.
Useful one! I will appreciate if you share it with us C:
@Yondr I'm happy to share this but I created it to be called from another addon called Pie Menu Editor. So the script as of right now will not work as a standalone addon. That said, enjoy! Just be sure one of the objects has _low suffix!
I have just released version 0.3 of my Zbrush plugin. It offers some renaming options and a prefix based grouping system, with which you can do stuff like this:
I'm not a tech artist (I won't even say I fully understand HLSL/GLSL code) but I decided to make a custom Tri-Planar Projection shader (calculating 6-faces for no mirroring errors) for Marmoset 3 since they now allow for custom shaders. Allows Albedo, normals, roughness, metalness, ao maps for now.
I currently have it working to a certain extent but there are still some iffy bugs and I need to see if I can fix them or not (based on my skills + implementation). Might probably make a thread for this in future for possible future distribution.
Hi, I am working on a simple Gear creation script, fully made in Python and Maya! Still very simple but I think I will extend it to support alignment, animations and more creation styles.
Following up on a free parallax-based fake interior shader we did a while back with our shader editor at Amplify (Amplify Shader Editor).
Currently working on a new version based on the original paper by Oogst 3D for fake interiors done entirely via shader sorcery. The Unreal implementation by Stefander was an awesome example, definitely recommend it to anyone using UE4. For even more information on how to build something like this in Unreal, check out the old UDK Example.
Interior Mapping in Unity3d
Possible extra features: Add extra layers for props.(people, desks, boxes etc) Lighting (Emission) Randomize rooms
I post often on the RTVFX forums i should prob start doing that here too, anyway here's my WIP shader experiment. A slope aware rain spatter/drip shader, I'm in the process of making it look prettier here's some gifs. i'm aslo wrapping the entire thing into a material function so it can be easily layered on top of any surface material.
i'm sorting the faces, the modifier has a gizmo with position or direction options, if set to direction the order is set by z position of the face center in the modifier space otherwise it's set by the distance from the gizmo position. There are some oddities to fix, even though I sort the whole Face array within the mesh the Material ID remain fixed. Adjacent faces within polys which have "different" orders are put together max will adjust the orders "internally" so they are correct which causes the UV shearing Issues. The matid is odd because smg "moves" with the face.
I post often on the RTVFX forums i should prob start doing that here too, anyway here's my WIP shader experiment. A slope aware rain spatter/drip shader, I'm in the process of making it look prettier here's some gifs. i'm aslo wrapping the entire thing into a material function so it can be easily layered on top of any surface material.
Whoaa this is awesome, how does it even work?
It's actually pretty simple, the ripples and streaks are WorldProjected, and has a BP Vector to control rain direction, the slope awareness, is just a simple Z-gradient that blends between ripples and streaks, this is nice because it takes the objects curvature into account as well, I've started writing a breakdown on my blog if you're interested https://deepspacebanana.github.io/deepspacebanana.github.io/blog/
@PixelGoat Here's the Material Network, the basic Idea is to generate a spherical Distance Field Gradient from the Player's Location and use it to add a spherical offset to the basic Wind Math. We could easily reduce the number of instructions, but I haven't bothered with that for now. If you need a more detailed explanation, I'll probably make a blog post, if I ever get some free time
Replies
Here is the chart : https://twitter.com/blackfirestu/status/847789194625908738
Currently working on Wind Waker style blob lights to some success
Shader + Problems I'm facing in this thread:
http://polycount.com/discussion/185838/wind-waker-style-firefly-lights/
@Dickie Nice Wind Waker style lights ! You could also used command buffers and deferred rendering to inject your lights inside the lighting buffer.
been playing around with adding delaunay tri hull to any set of points in max, the video is a point emitter helper which when its converted to an editable mesh is converted to a convex hull based on the point set, the last changes are when the base emitter has min spacing turned on and off. The result is not always ideal some very thin tris are created so a sensible post processing routine need to be applied to the mesh to correct for those.
using a box emitter for the base works quite well for random blocks
to square of the blocks its a simple case of setting the emitter to surface
the more points the squarer the block
The tool is Array Master, an array tool for Maya that doesn't require Mash, so works on old Maya version. It is part of AMTools 2.0, which is still in dev ^^'
https://www.youtube.com/watch?v=8CyASH4bsao
https://www.youtube.com/watch?v=ICQI9jKaVI4
bottom left is the original, bottom right is my version
you can see it got rid of the gradient completely
and is more similar to the added control edges version
There is a new Export node added:
https://www.youtube.com/watch?v=6Fh4-olKrs4
Short presentation how to use it with Unity:
https://www.youtube.com/watch?v=8CStATK1X5s
I also published couple modeling tools:
https://www.youtube.com/watch?v=QWF2qvlgGhY
https://www.youtube.com/watch?v=GSjSH5CyHY4
https://www.youtube.com/watch?v=g-z_6GPlp3U
And if you wonder how to compile and setup it all:
https://www.youtube.com/watch?v=PKSWBIiEgYw
Idea:
[url=
Updated Look:
[url=
https://youtu.be/lAYIF0lwy60
Great stuff!!
For a long time, I have been following this thread (Sneaky, Sneaky, Sneaky :P), and inspired me to make my own panel/shelf. This because the lack of space in my Maya shelf and the continuous looking for the right checkboxxes at the right time was getting on my nerves. So, I decided to make to make a panel/shelf to store all my favorite icons, buttons and checkboxxes. This is the first time I made something with scripting, so it was quite a struggle, since I am also not a programmer in any kind .
The "Bag O' Tricks" panel/shelf is dockable and de-dockable so it can be placed on a 2nd monitor. All the icons that I mostly use on a daily base, are in there. I initially made this script in Maya 2015, but at school worked in Maya 2017. The icons in there were amazingly better looking than Maya 2015, so I Photoshopped them out of Maya 2017, and stored them into a folder, linked to this panel/shelf.
My question to you experts is, what is your opinion, what would you add or change, and more importantly, what would you add to a "tech" tab? For now, I have placed empty sliders and buttons there, but I would think it will be nice to fill that tab with stuff soon. So, suggestions?
All suggestions are more than welcome,
Thank you all,
Danny
PS; Amazing work all. It has been truely inspiring for me!
https://youtu.be/yzA-dMCmeok
It's a start of bigger project. The end goal is to have (very optimistically, two years from now) complete realtime dynamic solution inside Houdini.
On the roadmap are:
0. NVidia PhysX
1. NVidia Flex
2. NVidia Flow
3. NVidia Cataclysm
4. NVidia HairWorks
5. ... plus maybe other stuff too
Order is not guaranted
PS. Could admins rename me to swann? All small caps, double n at the end. Thanks!
I've looked into a way to improve the "anime" look with shader so the facial features are always right :
https://www.youtube.com/watch?v=WAIdbKBVWBU
Also I've been experimenting with AR and Vuforia to get good light and environment integration :
https://www.youtube.com/watch?v=QF3KB0QzhpA
http://www.http//mcgreed.dk/maxscripts.html
Working on a Landscape generator for webGL in unity that uses tilesets. Depending on the bitmasking value that is calculated it chooses the corret 3d-mesh. Now i need to make some 3d-tiles.
https://youtu.be/-Wlffx1cK18
Next step will be to change the bitmasking from 8 to 32 bit. So i can have intersections between the height segments.
I'm developing Animation Sketch on Blender to experiment a simplification in the whole rig-skinning-animation part (à la Mosketch) :
https://www.youtube.com/watch?v=VrNzb4NcSRQ
This next script is for deleting suffixes. It will check if the suffix is '_high' if it is it will delete the last 5 characters of the name. If _high isn't the suffix then it will just delete the last 4 characters which will delete '_low' or '.001'.
It offers some renaming options and a prefix based grouping system, with which you can do stuff like this:
If you are interessted, check out the thread!
I currently have it working to a certain extent but there are still some iffy bugs and I need to see if I can fix them or not (based on my skills + implementation). Might probably make a thread for this in future for possible future distribution.
Following up on a free parallax-based fake interior shader we did a while back with our shader editor at Amplify (Amplify Shader Editor).
Currently working on a new version based on the original paper by Oogst 3D for fake interiors done entirely via shader sorcery. The Unreal implementation by Stefander was an awesome example, definitely recommend it to anyone using UE4. For even more information on how to build something like this in Unreal, check out the old UDK Example.
Interior Mapping in Unity3d
Possible extra features:
Add extra layers for props.(people, desks, boxes etc)
Lighting (Emission)
Randomize rooms
It's going to be free and fully editable.
https://youtu.be/whkiHoRX61E
still some shearing problems between neighbouring faces sharing UV's that need to be iron out but much better visualization than without (mid vid)
https://youtu.be/KMeMbh3U8U8
works well enough to help with some prototyping
https://youtu.be/lmq8m8Jla_o
Here's the Material Network, the basic Idea is to generate a spherical Distance Field Gradient from the Player's Location and use it to add a spherical offset to the basic Wind Math. We could easily reduce the number of instructions, but I haven't bothered with that for now. If you need a more detailed explanation, I'll probably make a blog post, if I ever get some free time