Two Maya shading-graph chores I kept scripting, curious how others approach them: * Duplicating a shading network with clean names. Maya's duplicate/paste leaves pasted__ prefixes and number suffixes; I ended up walking the upstream graph and duplicating with unique, clean names instead. * Merging duplicate file-texture…
Nuts, I was worried there was only a workaround for it. The whole point of using the aiImage node is that the maya image node is actually two nodes and I was hoping to conserve a little file space + make everything a little neater. Maybe in arnold 7.
Hey All, Teaching myself some substance (killer program) and following along with one of Allegorithmics tutorials. At around this time in the vid he throws a 2D transform on a clouds and talks about tiling. Now, it tiles within the initial 0-1 square fine, but if you mash space and look at the tiling when the texture is…
The minimized version is what we call a "docked" node, just hit "D" on your keyboard to dock/undock a node. This cannot be used on nodes alone, only when connected to something else.
I got the similar issue and made a simple node to reuse this feature. Just like the default blending mode but the dropdown list is exposable. Hope it can help if anyone need it (free for personal use of course): https://www.artstation.com/marketplace/p/bbP5y/exposable-blending-node-for-substance-designer
I see that Vray works best when used with a node based type system like 3DS Max has. Other than 3DS Max, who has the best node system that works with Vray? Maya? Modo? C4D?
Just post your stuff in here Jackyboy, you've got everyone's attention. And regarding "baseframe" shader, the great thing about ShaderFX is that you can generate it for multiple applications and languages from the same nodes, great to compare the differences. On that note, another very useful, free application is…
basically anything you connect to a time node that uses the raw time value into an output, (ie not taking the sine of time or some other bound limited function) will start to look like crap very quickly. Due to how the time node's value increases without bound. before you ask, udk's panner and rotator nodes have the…
I must be missing something about how base material nodes work. I've created a base material node and hit 'View in 3D'. I have a heightmap, but it doesn't seem to show up in the 3D view, nor does the output for the base material have the heightmap I've plugged into the input. The roughness slider of the base material also…
Hi all, we've finally released Majestic-12 for PC; and it's only $9.99. We've also included a 10% discount for any polycount users who use the discount code below. We've been working on this for the last 3 years, and many of you have watched the game's progress in this thread:…