So I was thinking about the data structure to use with them and I think something like this could nicely work for primitive descriptions. The user inputs some data into an array, setting up the primitives with their parameters. Note that not all types of primitives utilize the roundness parameter, but I wanted to have a…
I spent two days trying to re-create this method in Unreal. https://polycount.com/discussion/174377/witcher-3-blood-and-wine-architectural-material/p1 First I used an elaborate IF node tree and then I discovered the 2D Array Lookup node. I thought it would take the texture's UVs, split it into a given number, and then…
You put 2 drives into Raid 1 array (copy of the exact same data on both drives in array) and: -one damages- your data is cool and everything works -you can plug one out and copy data from it -you can swap one of the drives with different brand hdd with the same capacity and it will reconstruct the array (another way of…
thanks per, actually I decided not to include the function to delete a border edge because that really has never happened to me and cant see it ever being useful anyway so gonna keep the script shorter and cleaner by not including it :p If I ever wanted to delete the end of a polygonal plane strip I'd delete the face in…
naah the whole point of coding is not doing copy&paste work and tedious manual text editing in masses! analyze what exactly you do with the shift, especially the f_check is a bit weird you want every start/end pair after another with a 10 frame break right ? your stxE is only written to once (on start) so it doesn…
Any idea how I can set up the materials to the corresponding mesh array? f.e = "Array 0" has "Mesh A" assigned and now I want to get the Materials of "Mesh A". Tried it with Get Material, but I only Get the last Array Mesh.
This script acts just like the edge Connect button on an editable poly object, but it will also raise of lower the new vert to keep the overall curvature of the object. So if you connected the edges down the length of a cylinder with the normal connect button, you end up with a new edge loop but the cylinder now has a flat…
Where are the rotation replication array adjustments then for static meshes? (Array as in 3d Max "spin/replication" like array based on axis) Have no idea of what term to search for, so thus far haven't found anything specific to what I am after in the editor.