Thanks for all of the feedback everyone. It's given me a lot a good info to continue to move forward. @Pampers, Paunescu.Daniel had it right on the money, I used a depth based alpha node in the shader network for the water edges. I broke it down from Phill Johnson's water flow map demo: http://phill.inksworth.com/tut.php…
I'm finding Houdini to be increasingly more useful for hard surface modeling with each release, but the workflow is still pretty slow compared to the software normally used for modeling. I really can't speak to how useful it is for characters, but while it does have a sculpting feature, it's doesn't really seem on par with…
"Rhinoceros" Created a node group of the dithering portion so it's easy to reuse in other files. Gaming-wise, I have been playing way too much Hades :-B Edit: Wow, just did my first escape :D
Hi guys, I've recently added an article section to my website, since I enjoy writing stuff and it saves me some trouble having to explain certain stuff over and over to people. First technical one I wrote is about RGB colormath, meant for artists who are starting to work with shaders. Be it nodebased or plain code, it´s…
I never used the Configurator thing, but I think in comparison it was quick and easy to setup something - which is not possible right now - but i think it would be totally possible to create a panel to create tools like this configurator... Actually the whole CEP (common extension platform) from adobe is pretty neat!…
Although it is very late, I leave a reply here maybe this can help others : fbx does not support driven key node so you cannot bring it out. blendshape need to be baked . Step by step : select the mesh, then select the blendshape node in attribute column, edit>keys> bake simulation (option : check "selected" instead…
i've never done it before so there might be an easier path. The RGB multiply is a correct solution. Strangely, the vertex color node doesn't seem to understand the map channel 0 tho it is THE vertex color channel. So i guess, in the vertexpaint modifier, you have to check "Map Channel". The channel 1 should be your bitmap…
I'd start with a simple tutorial.. like.. Tor Fricks Modular Scene in UDK (Eat3d).. or anything like it. So you get a basic understanding of node based material editors and then just play around with it, see what you can achieve. Once you know what all the nodes do and think it through it will be easy. I haven't had a look…
Thanks guys! Although I had found a recommendation for using constant nodes, the Constant and Constant2Vector nodes didnt work. Having tried the Constant3Vector looks like it is working fine. So here is my progress and any criticisms are welcome. Some things I still need to do include tidying up the seams in ZBrush…
I did most of what you suggested: .- given a 20% variation in size -. used speedtree color variation node .- used a Constant3 to multiply the base texture to get a more "plausible" base color -. tilted cards to hide the terrain better Speedtree color variation node is VERY sensitive, I have to move by 0,01 steps and at…