Wouldnt size($id) give you +1 for your array. You probably need to subtract 1 since arrays are 0 index'd. Doing print ($id[size($id)-1] + "\n"); outputs the correct numbers from a quick test.
I've change to UserInterface2D like you said, also i do multiply by 2 and subtract by -1 but I got error with normal map, I do something wrong?. It's not my main scene I only checked asset with UE4.
@superfranky If you're working with UE4 your best bet is to make a mask texture for where your material goes and multiply a scalar to control the roughness. You can add or subtract scratches from this if you want full control of how the roughness is used.
I'm trying to subtract the shape of some text from an object in max... so the text is in holes in the mesh... if that explanation makes sense. I have completely forgotten which modifier i can use to do that. Any help would be greatly appreciated. Cheers Jon
Hey guys, Made a new tutorial. This time, learn how to carve holes into your meshes and reveal detail underneath. Check out the video here or the text version on my Blog Let me know if you guys have any questions
Not my wires, but a quick shot of someone elses. A sphere subtracted from a cylinder. You can see the edge strips it lays in pretty clearly. Those strips are also changeable at any time so you can tweak the size, the tightness, and other things.
Yeah thats what I was gonna suggest. By subtracting the vert position from the locator position, you get a vector. There should then be a length() function to determine the length of the vector. Loop that to find the shortest vector and that gives you the closest locator to the vert. Rinse and repeat.
Okay, okay. I fess up. The burden is too much! I don't use shift key anymore when adding or subtracting selections when using Photoshop lasso tool. It's easier to just click one of the modes buttons. There. I'm FREEE! :poly136:
Personally I wouldn't have picked a subject that is almost all hard-surface for your first crack at it, but it'll be a useful learning process for sure. I second rdmlegend's advice to do hard surface bits subtractively- much easier to keep 'em clean that way.
Give this a try, I've used it for Rock models to apply dirt at the bottom. Blend node at end is "Subtract". Histogram Scan is optional for more control over gradient. Cloud 2 plus other noises can be whatever you want to break up the linear gradient.