The Biorifle material has given me an idea to go off of. Six months ago I would have looked at that material and been overwhelmed by it. Now, it's just another puzzle for me to figure out and solve. I Just now looked at the rippling water material nodes, holy crap. Some of the nodes I have never thought existed. ha ha!
Many scripts for this. http://www.scriptspot.com/search/node/scatter Advanced Painter is probably the best. http://www.scriptspot.com/search/node/advanced+painter Blur's Planter script is good at the "drop" part, when you already have a bunch of objects floating above a surface. http://www.scriptspot.com/3ds-max/planter…
Thanks for the reply darbeenbo. Yeah I know I was frustrated by the flickering. It kinda does it ever 3 seconds, and I moved the camera when it did... I need to fix that, good thing to get me started in the morning. Really wish there was a way to make it completely random using a random node in the damn shader. having a…
there's something wrong with your model given that this is maya the likelihood is high that it's got some sort of orphaned shape node, coincident edges or other such filth - give the mesh a thorough cleaning and see what happens.
You just need to use file output node in compositor pane. And what they called render layers is now View layers I believe. Mist etc, they call it "passes" or "AOV"s, You don;t have to save then manually either . Use file output too. Pay attention to color managment. What you see with viewer node is linear usually and png…
Hi guys, I would need to build a shader on Maya that will allow me to visually check in the viewport if there are micro-variations in the height of the vertices, something like the VertexNormalWS node in UE. What I want to do is to avoid that within a mesh such as a road or a racing track there are areas of sudden height…
At the risk of reading like an undercover adobe employee running damage control, I think beyond the rebrand, this set of updates are good, actually. For the uninitiated (and it is very easy to be uninitiated with the way this was handled), Here are the changelogs. Designer | Painter | "Sampler" The marketing for this…
I have been studying the style of Overwatch for a while now and have always wanted to break down the process and recreate it only in Substance Designer. I also set out to make a stone sculpting node to really get that hand-crafted feel that the textures in Overwatch have. More pictures of it here and a quick video of the…
Thank you very much for the feedback and for sharing these resources, it really helped. The notes about anatomy and lighting were especially useful, and I’ll keep them in mind moving forward. This piece is still part of my learning process, so comments like this make a big difference. Thanks again for your time and help!