GlowingPotato> Glad that helped you :) Ignore my previous question... Forgot that the Texture Map node was a group as any. If you enable advanced mode and look for yourself you can see that the "ConvertToLinearSpace" = x^2.2. At least in Maya 2015 which I have at home. I've got 2016 at work.
Sos for the late answer, glad you made it. Custom Nodes are for you to plug your custom HLSL code into, but I see no reason for you to do it for texture offsetting. What I meant with a "float2" is a vector of 2. You can create one by holding down the "2" button and leftclicking into the editor.
@pming Thanks! She is doing some very cool work and I have seen it before. I actually have the first volume. It is good but it is more code then what I expected. Can definitely recommend it. But for this project I will try to do as much as I can with nodes. And it is quite interesting :smile:
Is there any reason you would want to keep the "polySplit" history node after disconnecting it? Because deleting the Connection and deleting the whole Node produces different results. For instance. Create a polygon cube, add some splits with Split Polygon Tool. This produces a polySplit history node. Now, with whatever…
So was trying to get more into the fundamentals of substance especially creating patterns with like 1-4 nodes to keep it simple - I made like 17 of these ( lets say im happy to show 17/40 :P ) I spent like 10-12 hours on it, also I tried to get into tool bag for rendering, later on I added some dirt to the Pattern. The…
Awesome, thanks for that Ace-Angel. I do have a question about your node setup though. There are 2 nodes I have never seen before. The top one I get what its doing as its pretty straight forward but I have never seen a node like that. For the bottom one I cant really tell by the image what the node looks like so I am not…
http://cganimator.com/unofficial-3dsmax-whats-new/ 3dsMax 2021 * No SDK Break – Plugins compiled for Max 2020 are supported in Max 2021 Full MikkT Space Support for Normal Map * Baking -Scanline Renderer can output normal map in MikkT sapce * Rendering – Normal map in MikkT space can be rendered in Scanline Renderer *…
this would take more or less 5-6 years... and every faster try failed... :D on maya they are doing a lot under the hood... for example decoupling some modules (mr) that where tied to the core to get faster development... or change big code branches... thats in a node based environment "much" easier...
I think Eric already clarified but I thought I'd add this in as well. Shader and Material tend to confused by artists as well. A Shader is the framework for a Material, so this can be created either in code or in a node based editor. The shader defines the properties of a material. A Material is the compiled…