Hi all, here I am again asking about shaderfx: So I have wired up my shaderfx to do some simple grunge mixing and decals, now I want to offset my grunge map based on object's world position. Maya Shaderfx for Stringray PBS (basically the de facto PBR base) has 2 "world position" node: - Position World (The world-space…
using the object pivot point as base for adjusting normals from gives a nice soft look for foliage but when this material is used on foliage instances, the normals break. Pretty sure it is because the object pivot point is not per instance, so it's probably at 0,0,0 or something. Does anybody know if there is a way to get…
**Does position(transform/translate) matter in Unity, as long as you have the pivot placed correctly? Will Unity go by that if you for example set the object as a target, it will travel to the mesh, and not the transform?** If not, how can you make an objects WORLD position true to its pivot point in world space? - In Maya…
By centered you mean the subtools position is at 0,0,0? Iirc the position section is in the geometry menu, where position values can be checked/ typed in.
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