Odds are good that you're doing arithmetic between a float 4 and a float 3 somewhere? Without the output from the log and a complete graph it's impossible to see from this image what the error is. On an unrelated note, why are you multiplying your green channel by -1 in the normal map 1? You can do that in the texture…
Tell me if this sounds familiar? I can do everything alone. I don't need anyone. I am smart, hard working, and most of all, I have been hurt, so why do I need anyone? You're not alone there... been there myself many times. We are all in this life together, and none of us got where we are without help from someone. That is…
http://makearmanotwar.com/ btw this is a competition that might be fun for anyone out there. Lot of money to be had. I don't know much about the packing stuff and scripting and coding. I have a rough idea. We have designers that do that work. Animations depend on what you are doing. The memory point LOD define axis that…
You're using those horrible 'actionMan' snippets of code. Never use those! They're like shortcuts/wrappers for the actual code that are completely useless. Use this: fn ExportStatic nodes exportpath=(pluginManager.loadClass FBXEXPORTERFBXExporterSetParam "SmoothingGroups" trueFBXExporterSetParam "SmoothMeshExport"…
I love things like these, I just tried rt_break and its kinda cool, although I very rarely break vertices. I like the create shape from border and the detach to element without a popup window asking if you want to detach to element or object each time. It doesnt seem to do anything in edge mode though, I replaced the edge…
Hello! I love your shader, it looks fantastic. I have watched your tutorial 3 times over in anticipation to using it. Sadly, I cannot get past the first step. Whenever I try to load the shader I get a huge string of error messages, an the shader stays the default pink. I thought it may have had to do with maya 2010 64 bit,…
Hi everyone. I'm trying to make a shader that take the position of a light source (or any object or point in the world space) and start a gradient from it using nodes. Then, the "illuminated" area should be shown in the object as a gradient that the size depends of the proximity of the light source. It's kinda hard to…
I completely understand. That's actually how I began testing, but after bad results I reverted back to a more human, traditional approach (gladly), and so I only used Generative Fill tool in Photoshop for small areas here and there. Less than 5% of the art was made using AI. I just made updates to the post so you can check…
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That's a good point, I didn't think to mention geometry nodes Designer's model graph was never finished and had some pretty severe weaknesses that prevented it from ever being worth using. Houdini is fine provided you can deal with houdini - I'm not a big fan but it is by far the most powerful option. For anything where…