Hi! I'm not sure if I'm answering the question correctly since I have never used custom code node in shaderfx. By looking at the code you are posting, input 1 would be "sampler", input 2 would be "UV" (vector 3), and input 3 would be "MipLevels" (float).
Hi folks. I'm having a little difficulty with Blender 3.6 geometry nodes. I created a simple fluff material and applied it to the mesh. And I just need to remove it from the beak, eyes and paws using Weight Paint tool. But something went wrong :/ Material was applied incorrectly and instead of fluff it displays multiple…
Unreal has blueprints for scripting anything without a single line of code. its node based, the learning curve is great in my opinion. I can't code either, except for a little hlsl, but I made many game prototypes and tools using blueprints in Unreal.
Programs like World Machine, Substance Designer and Ddo seem to be used a lot now to create assets quicker and looking better. To get a satisfactory texture in UDK you need to connect a lot of nodes in the material editor. As a 2D artist, learning these workflows was a challenge vs painting in Photoshop or zbrush, but I'm…
to be honest I see no difference at all. Alpha is still ugly binary as hell. As well as mip blurring of the color channel itself. They have some "attempt at improving the shape edges" group inside but I couldn't understand what they are actually trying to do there. Hoped it would work ok in 32 bit since the issue is not…
Select the map nodes you want to have the same coordinates and run this script. After that, the mapping coordinates for those nodes will be instances so changing parameters of one will affect all the others: ( As for some artist-friendly way to do that, I agree that a node would be much better - could you submit that…