@Lurcisia Thank you! I used some coding, VEX and Python, but not very much. Most of time I worked with nodes. I didn't follow a tutorial, but one tutorial that it helps me a lot on this (at the begining) was "Game Asset Creation with Houdini", available on Udemy.
This is now easily doable in Substance Designer 6 with the new curve node. ;) If you want to do it in SD5, there are two ways : - Create your gradient, linear. Add a gradient map (grayscale) on top and enable the "interpolate mode". - Via a pixel processor with the following formula :
Hey everyone! I just got into scripting a couple of days ago and I want to start tracking my progress and potentially get some pointers and some feedback from more advanced scripters. I'm still very new and my stuff is super simple, so don't get your hopes up for anything awesome. Here's the first script that I made. I got…
Keep going! Think about stuff happening above the shops. (These are HUGE images, you should be able to pull tons of ideas from them.) http://www.shorpy.com/node/8024?size=_original http://www.shorpy.com/node/8536?size=_original http://www.shorpy.com/node/9146?size=_original (love this one)…
I was debugging some math function in Unreal for like half a day when I found out that code sin/cos doesn't have the same value as node sin/cos... :'( I actually found this out earlier already but I totally forgot about it.
Hey, Here you'ill find what you asked for : https://dl.dropbox.com/u/1812933/UDK/CG_CookTorrance.upk It's full HLSL, I didn't make it for being used in game. But it will be straightforward to convert it to node. Code belongs to : http://content.gpwiki.org/index.php/D3DBook:%28Lighting%29_Cook-Torrance
your normals on the low poly render aren't really showing. if you are rendering in maya, make sure to set the filter type for each map to "OFF" and also make sure to set the mode to "tangent space" on the bump node. I believe it is set to "bump" by default.
Solved this with a solution suggested by my colleague. 7 rows of python code was all it took. I'm pretty much querying every frame in my range for it's value. Then creating new indexes with colors and positions in a ramp node. I.e. keyframe value = color and frame = position.
actually if you just select merge on import, it prompts you to reparent the incoming mesh which is awesome. Not sure if this is right, gonna do some more tests:) EDIT NOPE that jsut gives you 2 bipeds, imported biped with a root node parented to the original
If anyone stumbles on this post and is wondering about renaming properties before instancing, get_geo_property and set_geo_property works it was just user error on my part. For translating all the instances rather than doing it in the viewport you need to put a "translate_points" node between the cache and the…