Im making a UI that will control all the light shaders in the scene at once without having to go into the nodes of each one everytime. I can get every attribute I want except the values from the dropdown optionmenus in the attribute editor. How can I get this value and change it? Im looking at the script editor with echo.…
Hi Everyone! Kees Rijnen and I would like to announce that version 1.5 of ShaderFX (the node-based real-time shader editor for 3ds Max) is now available at http://www.lumonix.net/shaderfx.html. This version is a free upgrade to those who have already purchased the plugin - and as always - a free demo is available for…
for the auto rigging I'd suggest looking at XSI's solution. you load up a control rig of sorts which is a bunch of nodes for each joint. you essentially move those nodes around and into position on your mesh and then tell XSI to create the rig based off that control rig. There's a quadraped solution also available within…
this really depends on what work the studio has to offer to a junior. IMO choose what seems more appealing to you and tailor your portfolio around that so that you get hired to do what you want to do, and if you don't get hired at least you'll have had fun. Realistically you will need both, and there are like... a small…
Wow, thanks man! I followed your steps and realized that it was the mitering type set to "none" that made the desired effect. Mine was unchanged (auto), that's why it did not work. I also tested this with an object that had bevel history and one where I deleted the that history node. In both cases, if mitering type was set…
Hi I got a friend of mine to convert Xoliuls great viewport shader to work in Softimage XSI . Most of the features work but there a few things that dont ,this shader is provided as is and should be treated as an alpha version. If someone with some shader code knowledge would like to fix the bugs then that would be awesome…
This could be a way: http://puu.sh/tckFf/f2bdd69503.png . Squash your circle shape, tilt it, and move it over to the right a bit with the transform node. And set the symmetry mode to 1 in your symmetry slice node. Also make sure that the tiling of your shape node is set to "no tiling".
There is no code in it. It's just a node group: you can select it and pressing Tab you'll see what's inside it. You can import it in your own blend files as a node tree :) When you press Shift+A in the materials node editor, under the Groups category, you'll have it available ;)
Hey all, thanks for the replies I am reading them and some are actually really informative, but I should solve a misunderstanding here. Shader forge is a node-based shader editor tool just like the one that is used in Unreal or CryEngine, Or the one that is used in 3DS Max. So yeah, nothing automatic or magical happenes…
stop thinking that it is too complicated! it is junior high level math, not the nodes themselves for sure, but the connections in that shader are all just addition and multiplication - if you just want to copy what is there, why do you need a video? http://polyphobia.de/public/tutorials/TF2shading/shader.jpg just create…