I'm bumping this thread to post an update to miauu's script, made by the man himself recently. It works with edges, vertices, multiple selections in editable poly and edit poly. Thank you miauu! --****************************************************************************************************** -- Created: 16-07-2011…
TDRL; haven't gamed in quite awhile, stories haven't been the greatest lately, agree. Just for the record i haven't been gaming since ARK 1 (kind of a nightmare but otherwise neat for me at the time.) Maybe it was forced but also the p.c. i used at the time was 12 years old and i got it to run enough for me so could've…
* Code formating for FX shaders, maxscript, melscripting and python scripting, or at least something that is available through the GUI of the bb. Use the Advance posting mode (not just Quick Reply). There's function in there for Code tags (right beside the Add Image button). Is this what you mean? * Google redirected…
I know that blender definitely lets you paint vertex color directly, and it also supports multiple vertex color channels, here's a quick sanity check to make sure I'm not spreading BS on the forums. Just subdivided a cube to get sove verts real quick, I guess it qualifies as programer art at this point. Basically, if you…
That is likely very tricky since it not just fresnel and instead some special fresnel based on lighting with reflection somehow. But if all fails I give that a try. That didn't help it. From how I understand PBR it is not just in the shader but also in the lighting and UE4 is build around PBR. So if I would get rid of PBR…
Dev Blog 02 Hi guys, in the last few updates you probably noticed the landscape's shader having some interesting effects. Now the shader and landscapes are complete and I would love some feedback, but first a taste of what has been happening in the background. Adding Tileables for Landscape: Shader Functionality Complete:…
Thanks for the expansions :) One thing that I think is close to solving specular edge problems like you mention is having a geometric + normal map -> effective roughness conversion like Valve's Advanced VR presentation (I linked that earler up the page) and UE4's "Composite Texture" for that matter. There is no equation…
I googled before but it seems I looked right over your post. Been testing for a few days (as well as making a video for a presentation I had to do in the meantime) but still can't get it to work perfectly. I've also attempted to recreate sprunghunt's shader (as well as some others). Which I placed in my post-process chain…
Thanks everybody, I'm starting to get my head around it much better. Much appreciated for all the feedback! Since the wiki is abit poor, if anyone wants to add this post (please, pretty please do so I can reference it quickly) that would heaven for me. Also, I threw up a couple of links I found which can add more value.…
Hey, thanks for the great tips. I'll definitely be switching my hotkeys around like you did. I didn't know F8-F12 did the same thing. I've already started mapping some other keys, including extrude and edge loop. Those two alone have sped things up a bit. Yeah, I picked up a Max 2011 book and went through some tutorials in…