Very nice looking! Did you use the Unity Terrain to shape and paint the terrain? Did you manually place the grass / plant cards? or is there a script in unity that will draw these these within a certain distance of the camera? I am very curious and wish to attempt creating a scene like this myself.
i dont want to derail further but you can render your branch using an orthogonal camera, which basically works just as well as RTT. Also you can download this material which will let you render normals. http://www.scriptspot.com/3ds-max/scripts/normaltexmap
you guys should grab this, afaik its not considered a cheat or anything, just a couple client-side scripts that chill movement out a little indoors and around corners. [ame=" https://www.youtube.com/watch?v=EMsRa-7Zb0U"]STMovement - Collision & evasive fixes for ArmA2 - YouTube[/ame]
of course i do build the menues with loops and arrays. ;) your solution works already in my script, just gotta fix some logic problems and i'm done. one more time thanks for your input. just sad there is no state or command in mel to get this behaviour automatic.
Aha, so via the Paint Vertex Color Tool, we can apply a texture map as vertex colors, which can then be queried with "polyColorPerVertex -q -r -g -b", and written as normals via "polyNormalPerVertex -xyz". I'll try to write a script to write the colors to normals in the morning.
I'd just pull the information out of the object in my ue4 Shader unless there was a good reason no to tbh However, in max... Probably the simplest conceptual way is to script the vertex paint modifer - it's probably pretty well documented so have a poke around and see how you go.
I was wondering how simple? Do you need to start compiling scripts? I have downloaded and coocked/compiled the package from the starters kit with frontend), but I have no experience with coding. What other options are there. I haven't found any tutorials sofar, how to do it.
Thanks for your answer. Digging more on the topic what I'm searching for is procedural texturing, manageable from external scripts. In my research I find only a couple of software able to doing so, all of them node based, so I suppose no luck with Megascans materials.
I still haven't found a way around it :/ I just offset one, then quickly go down my layers hitting CTRL+F on each one. It repeats your last filter. I remember finding a script for it once somewhere but it quickly stopped working for whatever reason.
In maya 2011, there's a transform component tool under edit mesh. Think thats what you're looking for.. Only thing is it's a one time thing so if you want to just turn it on and do stuff then turn it off then you're probably out of luck/have to script something if possible