Hey, I'm trying to tweak a style study I'm doing on Super Mario Galaxy As you can see my Rim lighting shader is just tending to white and I have no idea what nodes to use to make it apply to the saturation as well. In the image I'm using a SamplerInfo.facingRatio > Ramp.VCoord and the ramp into the lambert's incandencanse.…
If I remember correctly I have heard of two programs that can cause this. Polyboost and shader fx. You said you don't have Polyboost, how about shader fx? I feel for you having so many issues man. I know what its like.
Hi all, First time using the 3 point shader software I recently purchased. I'm using Max 2011 and I'm running into some problems: - Cube/reflection maps are doing nothing - is there something obvious I'm doing wrong? I've played with default settings, ramping up the strength and still see no change. - How do you go about…
Hi everyone. I've created a shader override for maya in vp2 with Zebra Curvature clay reflection line and drafta Analysis to better understand the surface continuity. For anyone want a good 3d model this is a must ot have. https://youtu.be/PwiVDEOUQxI The link on my gumroad on video description on youtube.
Shader needs some work but it's definitely going the right direction. Especially the smoke rolling speed needs tweaking so it doesn't roll back due to Unity's animation curves. Now added soft edge blend so it creates a smooth transition where it touches other meshes instead of hard edged clipping. Zieg_Reborn I'm planning…
I'm trying to create a shader that will blend two materials together with the top material being blended based on a simple world rotation mask so that if I rotate my mesh the blended material will always appear on top no matter the orientation. I've created the mask but have no idea how to use it as an opacity / alpha mask…
I am trying to make a stylized open world trucking game and am looking to hire someone who is able to make shaders for the game to give it a cartoonish look. if you are interested, please send your portfolio to @jared_dubois@emerson.edu
I tried searching and didn't get anything. But anyway, I have an art test and what was asked for me map-wise was what I know UDK has. But I don't know if 3DS Max has these (he wants it rendered in Max). So the needed maps are Diffuse Ambient Occlusion (Should I unwrap a second Map channel for this one?) Colored Specular…
Hi everyone. Continuing to learn Modo at the moment. I'm a big fan of Tor Frick/Snefer's art, and I've been trying to use the rounded edge shader in Modo the same way he does in some of his images here : [LINK="https://www.torfrick.com/" target="_blank"]http://www.torfrick.com/[/LINK] It's been great, except for one issue…
I have a couple things on the store. The first is an eye shader with parallax mapping that you can control the iris color, depth, and size with. These are exposed as material properties, so you just have to adjust a slider. You can also use your own textures. See the web player demo. Web Player Demo Asset Store Link The…