Take a look at Forza's material talk at GDC for a bit more advanced look at car paint shaders. Theres some code there if I remember correctly from attending the talk. Was a good talk about their material system.
It's actually pretty hard to compare the 2 because of how they fundamentally differ in terms of technology. Mari paints on a 2d screen buffer that is then applied as a screen projection on the model, where Painter projects stamps directly on geometry in real time. Mari's paint strokes are baked in after a stroke, while…
Hi Have watched the Houdini bridge demo twice now but am confused as to how to exactly mix 2 materials using the Bridge Houdini Livelink feature. In my case I want to simply layer a grunge texture on top of a marble texture. Also with Redshift is it necessary to use the Triplanar workflow when mixing materials or can I use…
Poop: Based on your post #13090, I think maybe your article should be more about industry practices and standards and how they can be improved in a general sense. It seems that what you're talking about in that post is a different issue than what you were talking about in your first post, and I think ultimately more…
One thing I really disliked about conference talks, is that most of the time the speaker talks shit and only mention maybe 1 or 2 things that really interest you on the subject but never elaborate on it. If anything dude, think of something you'd like to see if you went to a talk on the character creation pipeline. Demo…
Here are some good resources for the technique that I have found Long thread but worth the read and pictures - https://polycount.com/discussion/155894/decal-technique-from-star-citizen/p1 Specifically talks about performance costs -…
I'm not talking about going through the motions mindlessly here. It's to be understand that when you make your 10-20 characters you are spending every second looking for ways to improve every aspect of what you are doing. That's just how you have to work no matter what if you wanna improve at anything. So I'm not…
While we're talking about the UI, there are two minor tweaks I wouldn't mind seeing down the road. First, add a "lock" (like in substance painter) to the output map resolution, so if I'm baking a square texture I only need to adjust one dropdown box rather than two. Maybe even add + and - buttons to step up/down one size;…
We go to Michigan State. We were taught to use smooth preview while modeling, and to use bump maps and such, but I am not speaking of smooth preview. I'm talking about the separate tab in maya called subdiv surfaces. It has its own tools that you can use to manipulate the surfaces just as NURBS have different tools than…
Lift itself was bought for $2200. We cut the holes in the concrete with a rented concrete cutter. I welded up a pretty crazy wire mesh for the concrete using rebar bought at Home Depot, since the bolts are welded to that framework. We rented a concrete mixer trailer and filled the holes back in, then lifted the two legs up…