This effect is called glow... google: maya glow A bit of advice: check the reference first before googling. The reference should be your first port of call. User Guide > Rendering and Render Setup > Lighting > Lighting nodes > Glow nodes >
The template is just a preset that define which nodes are create by default in a new graph. If you used the wrong one, simply create a new graph and copy the nodes into your previous graph and get rid of what you don't need. :)
Hey everyone, I'm back again. I've forgotten to post for a while again, and this time I've also forgotten some of the things I've created updated and learned since last time. But lets see what I can remember. -I built some new areas of the map loosely basses on a couple of my favorite reference images. -I learned how to…
Check out the PBR Albedo Safe Color and PBR BaseColor/Metallic Validate nodes for checking your current maps. For creating maps check out the PBR Base Material, PBR Dielectric F0, and PBR Metal REflectance nodes.
Hello, I've recently gotten back into things and as such have been trying to learn the PBR workflow via Substance Painter and Designer. Using Max I assigned various Material IDs to the parts of my low poly mesh to make baking and texturing in Painter easier. However when It comes to exporting the textures it gives me 1 PBR…
Hello ! Always loving the JuniorSenior avatar :) Along the lines of the suggestions from the Great Eric, and considering that the goal is an actual game asset for UE, then simply start by modeling a first version of the final polygon game asset of the tent at rest. Garment making tools may be useful to an extent since they…
Hello everyone. I was just wondering if there was a difference/other purpose in using a duplicated joint as an offset group for an FK control joint as opposed to a default null transform node/group. I have just recently seen it and was curious if there was an advantage to using it over the traditional null transform node.
with Maya it's usually either the material or something getting disconnected / bent out of shape in the history and causing the link between a shape node and material to get borked. Sacrificing your first-born (or deleting history every third operation) generally helps to avoid this sort of bullshit.
Issue The data in my substance designer graph is gone. Yesterday I made a post detailing an object I made ( http://polycount.com/discussion/175736/wip-turret-heavy-duty/p1?new=1 ) I had ALL of my maps generated in substance designer. My metalness and roughness was created using mask from my color ID map. I had a really…
Make a Key/Button Pressed node (new event --> input) and set it to detect T and Y. UDK should listen for both those keys and override the console bar. Since nothing is hooked up to the node nothing will happen. Hope this helps!