Check your Attribute Editor for that specific construction history node. You'll find a "Smoothing Angle" parameter. This determines whether an edge is hard or soft after beveling. The default is probably something like 30 or 45 degrees. The higher this value, the more edges adjacent to the bevel that will be soft. It's…
Cool thread, poop! I think most people are aware of the shaders that I've written (since they've been there for awhile) - but here's the link anyway: http://www.bencloward.com/resources_shaders.shtml And of course there's ShaderFX which allows you to create pretty much any shader you want using a simple node-based…
Hey @SimonT on top, I don't want to be responsible for all the trees that are dying for me then :smile: No, for real: There are other benefits as well - the resolution and quality of my pdf is super high, much higher than on ordinary eBooks, that means you can zoom super deep into images to see every detail, caption and…
Hi there! In your “slate editor > standard > composite” you can achieve the results you’re looking for much easier, imho. You just plug that composite node into the diffuse of your arch & design material. This allows you to plug in several textures and layer them. You can also create masks per texture if need be and you…
Those rigging tools are quite nice! I especially like the automated ability to add joints in the middle of the model, based on the difference in distance between the mesh vertices/polys. This is awesome! That's one level of annoyance being removed from a riggers daily grind Oh, and the locking of the nodes for ik?!…
Exis Interactive, members of Polycount, have released Majestic-12 Attention Polycounters!!! I am here to share with you that Exis Interactive has finally released Majestic-12 for PC; and it’s only $9.99. They have been working on this for the last 3 years while they also worked on other games like Bioshock:Infinite, Xcom:…
So I finally got started on this. I figured I would just start playing and making something and hopefully find something cool. Here is what I have been playing with so far. [img]http://i.imgur.com/LFeFHbN.jpg[/img]
I dont find in the GetCoreInterface() documentation which function would retrieve the node number I have selected, I am going to try select a node from Select from scene (or manually selecting the object) and then getting the node to pass to GetCOREInterface()->GetSelNode(); with the node pointer then retrieve the bones…