I know the grind of wanting epic
renders without a studio-sized wallet. That’s why I built my own render farm,
piecing together custom nodes to crank out serious power without insane prices.
Pick a tier that fits your deadline and budget, from a handful of nodes for
small gigs to dozens for blazing-fast turnarounds. Thanks…
An object is of type bpy.types.Object and it doesn't know what a texture is, so what you really want is: - Go through all objects in the scene (context.scene.objects, it's an iterable) - Go through all materials slots of each object (object.material_slots, also an interable) - If the slot has a valid material (because it…
Also I condensed the graph a bit by copying some simple stuff into another graph and dragging that into the new graph as a node. If there any really obvious stupid mistakes on here could you perhaps screenshot the section and highlight it or even in the file put a Frame/Comment around them, make any notes or duplicated…
Hey guys So, I'm trying to use the TC curvature shader information of polygon models and I'm a little confused. If I apply the shaders in the example scene to my models the render comes out black, Im assuming this is because they are polygon models and all the example scene uses is nurbs. The site also claims there are…
Get cracking with ShaderFX. I think it's the single best way to get into it as a non-technical person. You can gradually work your way from mastering node logics towards actually reading and editing the HLSL or CGFX code. Yes, you're using Maya, and yes ShaderFX is for Max. Shouldn't matter: Max has way better support for…
If your game engine uses the substance SDK then wouldn't it look very close? I understand there will always be differences between render engines due to tonemapping and hdrs not perfectly matching. But the difference might not be that notice-able. For instance naughty dog seems to have custom brdf nodes written for…
Hello Here's a little tool I made: https://dl.dropboxusercontent.com/u/167380/Copy-Paste Transforms.ms I hope it can help :) You just need to execute it in both max sessions. It uses object names to paste in your current selection or paste from specific nodes to a selection :) It saves transforms compared to parent, or…
melviso> No I'm afraid not. I'm not sure if it's possible at all with CGFX-shaders in Maya? Autodesk did add their own DX11 Material shader node in 2013.5(?) and obviously they get the same shadow possibilities with this shader as the rest of their shaders, so it should be possible to get real-time shadows in a similar…