That is typically a good way to clean up a mesh. :) Models also have a Drawing Overrides section in the attribute editor for both the transform and shape nodes, this was probably set to Template mode. Something to check out if you run into this again later.
Probably too late but if someone is asking the same thing... i fixed my issue this way In your substance, add a 'gradient' node juste before your baseColor output. Your baseColor output will be set to color mode and not grayscale.
Looks good matey, have you shared the ShaderFX file anywhere? I tried to recreate your graph from the picture but none of the available nodes in ShaderFX give me the texcoord with the RG outputs you have on the left? Ta!
This one I really need help with... I've finished my new portfolio scene with shader maps assigned to and all but when I booted up to do final renders today, Mental Ray suddenly could not render. The script editor said it's out of memory, I tried restarting and optimize scene size but nothing is helping it. This is what my…
I would suggest generating erosion on the terrain using a dedicated tool like WorldMachine or Terragen or the like. This will make a splat map for you, which you can use in a Composite node as your layer masks. To isolate the RGB color channels you can use Color Correction nodes, or even easier just use a single OSL Uber…
you could do this: string $suffix = match("[0-9]+", `match "[[0-9]+]" $node`); or could use tokenize instead if you dont want to mess around with regex. The top code basically matched the [###] and then matches again for just numbers.
I have no problems making the source pixels. It's saving them in a format I can use. The photoshop DDS plugin is windows only I can make dds square files, but it seems Maya's LT reflection cube map node in shaderFX wants a cubemap DDS in a very specific format, and I need to find a way to author that using OSX tools if at…
Here's the basics of how it works. You can attach the Projection node either by searching and adding it to the work area and CTRL+MMB dragging to connect it to your lambert material node, or by selecting projection instead of "file" when you'd normally choose what to fill the color attribute with. Then you add your texture…
Ohh i didn't looked too deep into the nodes.. after seeing the missing coordinates.. and additionally to what @Michael Knubben said.. using a value and/or a vector and then mix using any color modification node (linear ligth, color ramp) might be a not so clever idea.. better use any Math node or Converter -> Float…
So there's a few things you'll want to do to make sure your scene is set to take full advantage of you PPC. By default the World setting usually want to maintain as much control as they can, which defeats the purpose of having a PPC in the first place (except in certain situations). First, in your World settings make sure…