No well, Houdini for normal modeling is not hard. It's slower compared to other softwares like Modo, Maya or Blender because it's based on circular menus that can be interactively changed based on the activity that you want to do. You have 2 menus: Desktop menus that are the equivalent of the group menu set in Maya that…
The funny thing is, Photographers are more likely to buy a plugin or a set of actions rather then go hunting for a slider which they don't even know if it exists or not. It also doesn't help that A) No one ever asked Adobe for such a thing, and B) Some people who work at Adobe actually don't know what a node system…
Last time I ran performance tests on nodes flipping the green through a RGB Curves node was slightly faster than separating and recombining. It was a negligible difference, but not something an expert in crashing Blender like me should overlook, haha. I used to store all nodes groups in the startup too, but it can be…
The component mask is just to cull out just one channel of the texture or color, essentially taking out a scalar component from a vector3, so for normal maps you don't want to do that because you need all 3 channels to make a normal vector. With just a small view of the material network, I'm not sure what else you're…
Try to use slope blur node to fake edge erosion and height/ slope variations in a copy of bricks generator to make color variations . Or flood fill node.
[ QUOTE ] Ugh...it is quite apparent that I am hated by God by now. Ok so I realized part of the water wheel (that doesn't make any sense) was clipping into the castle, so I switched out of unwrap mode to go back to normal edit poly mode. Unfortunatly after doing that and going back to unwrap mode, none of the dimensions…
Hey :) Just some things i've noticed which make the usage of the forum not as enjoyable as it could be: 1. Why is the Edit-Button hidden as ONLY entry in a sub-menu? That's not intuitive nor helpful. Why not just put "Edit" instead of the Gear-Icon? 2. GIF-Links are NOT previewed when looking at a post BUT - and this is…
Hello. I'm still relatively new to the game art world, and I seem to have a hit a brick wall in my learning. I'm posting this thread in hopes of getting a little insight. So here's my dilemma. I am self taught and my ultimate goal is to become an environment / level artist. Now I fully understand the amount of work it…
Also some parameters can be exposed within SD but can't be dynamic once published as sbsar. Some examples: - the shape in the shape graph and fxmaps - blending mode in blend node
Unity doesn't support features from SD6 yet, make sure to enable the SD5 compatibility mode in the preferences of SD to highlight any potential incompatible node in your graph.