The caustics one is not too different, it's also a FX map with the bricks shape (with random luminosity). Then I warp it by a blurred version of itself, then subtract it from a blurred version of itself again: The animation can be achieved making the luminosity of each brick oscilate. Take a look at the Color/Luminosity…
Very accurate, imo. People scream loudly about $30 month, but in reality it is not breaking the bank if you get Maya LT and Stingray for this. It might not fit everybody, but if you make even a tiny bit of money, you can directly subtract your subscription fees from taxes (just about everywhere).
okay was asking for friend and hadnt actually messed with it much myself but after actually looking in the material function i think it was simple solution the second output is for instances then seems that need to subtract from the world position rather than object, seems like object position for foliage instances is…
I was having the same issue and I found the correct solution from this video. Basically, append R&G together then multiply x2, subtract 1, then derive-z. Although the compression of BC7 is not as good as the Normal map compression, this still yields very nice results. https://www.youtube.com/watch?v=m5bP-xc6Sgs
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.
Been playing around with this method of modeling recently, I've noticed sometimes I would encounter problems where after going into proboolean to subtract my mesh it would just dissapear. Can't seem to figure out what is causing this, no ngons in mesh, reset xform, still same issue. Has anyone ecountered this?
It still has to be lerped with the base texture, using an alpha channel. Unless you're doing only Add or Multiply or Subtract. But even then it's less expensive than a typical alpha blended or alpha tested floater. We have some info here. Check out the deferred rendering link. http://wiki.polycount.com/wiki/Decal
Hey there everybody! I just found this amazing site filled of great artist! Maybe someone could help me with a tedious task I wanted to achieve! I am trying to model a sphere with a subtracted star but I want to make it with the proper way! Using quads and right stuff as you all know! I am making this for personal…
Are you painting a subtraction instead of painting addition? Geodesic voxel is just the method to calculate the initial bind so you are still weighting a smooth bind. ( subtraction will adjust weights in other joints to equal the smooth bind. Remember a smooth bind is smooth because deformation is spread across multiple…
Hello all! Got a new project to work on for a class assignment. I'm making a rat rod with a giant turbine for an engine. I have to keep this under 35k tris as a requirement. I have an approximate concept of what I want this to look like but I plan on subtracting some of the noise from the engine and bulking out some of the…