That's a good point, I didn't think to mention geometry nodes Designer's model graph was never finished and had some pretty severe weaknesses that prevented it from ever being worth using. Houdini is fine provided you can deal with houdini - I'm not a big fan but it is by far the most powerful option. For anything where…
Odds are good that you're doing arithmetic between a float 4 and a float 3 somewhere? Without the output from the log and a complete graph it's impossible to see from this image what the error is. On an unrelated note, why are you multiplying your green channel by -1 in the normal map 1? You can do that in the texture…
http://makearmanotwar.com/ btw this is a competition that might be fun for anyone out there. Lot of money to be had. I don't know much about the packing stuff and scripting and coding. I have a rough idea. We have designers that do that work. Animations depend on what you are doing. The memory point LOD define axis that…
You're using those horrible 'actionMan' snippets of code. Never use those! They're like shortcuts/wrappers for the actual code that are completely useless. Use this: fn ExportStatic nodes exportpath=(pluginManager.loadClass FBXEXPORTERFBXExporterSetParam "SmoothingGroups" trueFBXExporterSetParam "SmoothMeshExport"…
I love things like these, I just tried rt_break and its kinda cool, although I very rarely break vertices. I like the create shape from border and the detach to element without a popup window asking if you want to detach to element or object each time. It doesnt seem to do anything in edge mode though, I replaced the edge…
Hello! I love your shader, it looks fantastic. I have watched your tutorial 3 times over in anticipation to using it. Sadly, I cannot get past the first step. Whenever I try to load the shader I get a huge string of error messages, an the shader stays the default pink. I thought it may have had to do with maya 2010 64 bit,…
Hi everyone. I'm trying to make a shader that take the position of a light source (or any object or point in the world space) and start a gradient from it using nodes. Then, the "illuminated" area should be shown in the object as a gradient that the size depends of the proximity of the light source. It's kinda hard to…
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Yep, thanks for the pointers, but I'm well aware of Maya's default methods to create curves. However, my initial point was that there doesn't seem to be any way to attach an EP or CP Curve object to the Insert Edge Loop method. It appears that the only way to add a curve is through the Attribute Editor, using the Profile…