@YellowSub Anytime. Glad you liked it. @klamp Great stuff. I really like the stylized look. I would have to agree with felipefrango the nose looks a little strange. Maybe adding a little bit of a gradient from the top of the nose will help. Awesome stuff none the less!
To get the material maxscript working you can record the actions with the max script listener (lower right corner, right click the pink box and choose open listener), under macro recorder, enable everything. Then preform your actions and see what kind of code it spits out. for me when I assign a material to slot 1 in the…
I may be missing something but can I use a JPG file, black and white information, and use it with a blend node to add or subtract the information? I've been messing with it and the Bevel node picks up the edges and I can adjust the sliders with success. Yet, this bitmap mask isn't playing showing up at all in a Blend node.
the bit you've marked as "unknown" is the world position node scale. because if you just used the world position node raw your "faked" UVs will be the same size as the world - so they have that node to control the tiling. In this case the 'rain' bitmap will be 64 units wide in the world.
Took me about 5 mins to figure this out in SD. It's pretty simple node setup. Using a custom vector offset node there but stock directional or vector warp nodes should work aswell. You can plugin whatever patterns and noises for different damascus effects.
ah that works, thank you! one small problem though, if my mouse is off mesh, it rotates at an arbitrary point far away, and if im super up close in wireframe mode, the point is often picked to be far out behind the mesh. Is there any way to change the behavior?
Day 22 - 38 So. . . I've been forgetting to post updates (Ha ha, oops), but I've been slowly working on the sculpture. Because of the 15 bonus days I'm actually still on the free trial. I've got about 7 days left. Although, I'm starting to like Z-Brush, so maybe I'll keep it around on subscription mode afterwards. Since…
You can setup custom nodes for painter using substance designer - this is how all the proceedural nodes and textures in substance designer are made. You export a SBSAR file from designer and put it in the shelf in painter. There is already an 'auto levels' node in substance designer that basically does this.
Another trick in that case : disconnect your last node before the output nodes that you want to disable and press F5. This will force Substance Designer to flush its cache. Then double-click on the output node that you want to compute. Designer will then compute only the part of the graph needed by the outputs. :)
create 3 file nodes point to your diffuse 1 and 2 and the spalt map create a blend node, hook the outColor of the first diffuse file into the Color1 of the blend, the outColor of file 2 into the Color1 of the blend, than take outColorR of the spalt and hook it up to the Blender of the blend node.