Is it possible to create a Texture-node, that you expose as a parameter in the material instances, that affects several TextureSample-nodes within the material? I have three TextureSamples with different UVs-input that all reference to the same texture. I want to make that texture in to one parameter for my material…
Wow that came out of nowhere. Wanted a text node for ages. You know what else would be cool? The ability to bind nodes to hotkeys. Would make the most used nodes a lot faster to grab.
Never mind figured it out. create bump node and plug a texture in to it create a mia round corners and set a radius connect out value of mia round corners to normalcamera of bump node connect out normal of bump node to normalcamera of shader, or just drag the bump node to the bump slot same thing.
CrazyButcher, Thanks, I will add those. I will look into nested node networks. A custom input node shouldnt be too hard to do. Davison3D, you can invert using a subtract node and set the A input to 1. but I agree that I should add a OneMinus node. Saturation is something I want to add.
Hey everyone, I have a question about the Ambient Occlusion (HBAO) node in Substance Designer. Whenever I want to use it, I have to run the output of the node through an 0 opacity blend node. Otherwise I cannot plug it into anyother output, not even the final output for AO. I have the same thing appearing with the Emboss…
<bool>maxOps.CloneNodes <&node array>nodes offset:<point3> expandHierarchy:<boolean> cloneType:<enum> actualNodeList:<node array> newNodes:<node array> I think this function should do the trick, for more info look in the help as always :) Found this by using the listener, it actually is helpfull sometimes :P I hope this…
Maya uses a Dependency Graph were it passes attributes along it nodes to accomplish something, whereas Max and XSI have a stack system were the attribute/nodes can be reordered and selective history kept, wheras in Maya the nodes are dependant on their previous nodes, hence the name Dependency Graph. Modo dosen't have…
Does somebody know an optimal way to do it? For example I do a rotation noise input to rotate things scattered by fx-node. How can I pass that input through fx-node itself simplest way possible? Preferably doing the fx-map scattering only ones. To get output with every thing rotated plus another output as rotation factor…
Thanks for the response. After much fiddling, I found out the error. It was because I had nodes that was not deleted as history. For instance, the node at hand is "PolyAverage", so when I move a vert, the node is still calculating.