Is there a way to distort the UVs in a particle subuv node like you can in a texture node? In a texture node you just plugin a "Bump Offset" into the "UVs" port of your texture, but it doesn't have any effect on the particle subuv node when I do this. Thanks for any help!
Hi, does anybody know if there is a possibility to pack a web of nodes to a macro? I think about it, because there are some nodes like "blend" that i can open to see the node web of this node. I'd like to do this, because my material gets that big and i have to scroll a lot. Thanks!
I know the grind of wanting epic
renders without a studio-sized wallet. That’s why I built my own render farm,
piecing together custom nodes to crank out serious power without insane prices.
Pick a tier that fits your deadline and budget, from a handful of nodes for
small gigs to dozens for blazing-fast turnarounds. Thanks…
Some more updates on the Houdini tree: High poly: Low poly (Remesh and Reduce poly nodes) FBX exported to Unreal: I think it looks nice so far. my next step is to apply some simple texture by using reality scanning, and bake out the branches.
So I still don't get it... For my understanding ( to be able to properly work in a linear manner) I should be able to: - set each bitmap I load to be handled linear or gamma. I don't find such a setting except the turn-to... nodes. should I use them? - when using a node for the 3d view I should be able to tell the shader…
First of all I am working in Maya 8. Any help with this problem would be tremendously appreciated. I am having trouble figuring out how to have projected ramps of an eyeball stay with each eye as my character moves. The rig on my character is based on the squash-stretch rig explained in Stop Staring second edition. This…
I spent two days trying to re-create this method in Unreal. https://polycount.com/discussion/174377/witcher-3-blood-and-wine-architectural-material/p1 First I used an elaborate IF node tree and then I discovered the 2D Array Lookup node. I thought it would take the texture's UVs, split it into a given number, and then…