Layer.addNode $ In this case the word Layer is more than just a word in the lines above I told it that Layer = "get Layer From this Name: MyLayerName" So anytime it sees the word layer it will go looking for a layer with that specific name. Then maxscript has a function called ".addnode" which adds whatever comes next to…
Hello everyone, apologies upfront as I lack the programming knowledge to understand the problem I am having. I have been trying to utilize Thinkbox Sequoia Meshing, the program comes with 3ds integration maxscript for loading Seq. .xmesh into 3ds. Code on GITHUB: They have provided a .ms file which I have loaded and run.…
Great day out at my home track for Friday's FP1 - FP2 sessions, 2026 Formula One season opener and must say that these new cars have slimmed down a bit since the FIA regulation changes were promulgated last year so quite a few teething problems teams have yet to sort out but hey from yer average petrol head's POV very very…
( @[HP] )Getting textures and materials tuned and looking right has been a challenge. I'd love to blame it on the engine and say "Unreal must just work differently from the Overwatch engine" but that's a huge cop-out and I don't actually believe it besides. That said, Unreal IS super happy to just take metals and chrome…
Did some more work on the hair shader. I cant seem to find a value for the offset h, so I am currently using a random offset, which is the cause of the noise in the specular lobes. Some gifs of the parameters: BetaM - Longitudinal roughness from 0-1 BetaN - Azimuthal roughness from 0-1 Shift: shifts R, TT ,TRT along hair…
I was watching a video from Flippednormals and they were going over midpoints for displacement maps. I was always told before when using 16bit tiff to use 0.5 as the midpoint and when using a 32bit exr to use 0 as the midpoint, but that video was talking about values like -1 and even 1 if python was involved. I have zero…
So here's why the workflow i suggested before is a good idea, in my opinion (feel free to disagree): Currently the industry is going through a shift from one workflow to another. one of the great things about the new workflow is that it's possible to have a very efficient and streamlined way of approaching materials. I…
I (naively) assumed they'd done it properly Hacks like that explain why it breaks down under some circumstances edit: ok so I've had a look . Hopefully this helps with some of the weird bits The only variable they seem to be using is the builtin $sizelog2 -which is log2(pixel size of the input) == log2(512, 512) == (9, 9)…
The error appears in Substance too on your side, so I'm not sure if this is a fault of Unreal. This is what the normal map compression does: 1. From these tests, I would assume that the input normal map gets pushed into 8 bit first - this is theoretical, I'm not entirely sure, but it looks like this happens. 2. Remove blue…