For fine control in X and Y, try using an Append Node, append two constant 1 nodes together then multiply. I know this works when controlling UV scale for Texture Coord Nodes, but haven't tried it for panners.
place a node that is called "vertex color". Take the alpha channel of it and multiply it by the wind node. The same thing as what you did, but instead of hooking up that texture alpha, hook up the alpha channel of the vertex color node.
There seems to be some ui bug as well, or maybe it just shows what actually happens. If I set a node to be hdr high precision 32f, it still shows 16f on the node. It doesn't happen on all nodes, but on some of them.
Yeah you are right, made this on a late night dont think about that :D i will add a simple transorm node. No this are Cracks but they are distorted with different nodes. I posted on Artstation a screenshot of the nodes: https://www.artstation.com/artwork/4qJmW
Hey, thanks for posting the problem. I forgot to compensate the ambient light for pre-multiplied-alpha in maya. If you want to fix it yourself locally, then you can: Enable Advanced Mode Go into traditional game surface shader Go into "InsideLightLoop" grp Find the node "AmbientLightAndAO" Create a "Multiply" node Connect…
sure, it's easy enough to do man. go into the material editor, and find the mask texture node here: http://i.imgur.com/KFRAddl.png add a "one-minus" node, and plug the R channel into it like this: http://i.imgur.com/HWUNFUU.png then plug that node into this constant clamp here: http://i.imgur.com/SVayQov.png and this…
In Maya you do it via a Projection-node that is connected between the File node (texture) and Shader node. You set the Projection to "perspective", it's in "planar" by default. Then you are able to set the which camera to use, still in the projection node. Can't remember what it's called. It's all quite simple really. All…
Hey polycount! I've been working recently on making myself an all purpose "stone carver" node in Substance Designer. This was originally inspired by the work done on Uncharted 4 by Jonathan Schmidt and Jose Vega as well as all the other great artists there. Basically the node takes several inputs for height outline, height…
If anyone stumbles on this post and is wondering about renaming properties before instancing, get_geo_property and set_geo_property works it was just user error on my part. For translating all the instances rather than doing it in the viewport you need to put a "translate_points" node between the cache and the…