Hi, no the object has no materials assigned and from the material editor, which opens by pressing M there is no node. In my opinion it is impossible that there are no materials assigned to the file but I do not know how to check this. I have searched several times both on the internet and on youtube but no one talks about…
So I tried assigning the vertices to the skeleton with a deform assignment instead of rigid, and this fixes a lot of the deformation problems, but I can't seem to tell some areas of the mesh to be assigned rigidly. The chin for example if blended between the head and neck biped where I only want it assigned to the head. So…
What would be the best, most durable way to have many versions of assigned materials in one scene, so that I can easily switch between a version of the vehicle with green paint with white plastic and the same model with metal and dark plastic. Making it extra complex is the fact that not all materials will be assigned…
Hi, I've been following this thread - good info. I put together a few scripts while learning Blender UI. Not sure if these can be replicated somehow using built-in features, but I didn't find any info, so I created these (EDIT: these are my Dropbox links, shortened to fix one on each line): https://db.tt/997SKjXh -- Delete…
-- this function selects polygons assigned to mat and assigns a matid of count-- mat is the mat to select the polys by and count is the mat id to assign to the polysfunction assignMatId mat count = ( -- set the mat into meditMaterials in the second slot meditMaterials[2] = mat -- set the second slot to the active…
adding localised fog with a principled volume assigned to a box with a noise and a color ramp. easy to move around or animate and renders pretty fast. not really noisy either, no denoising on this
I got the first unglamorous proof-of-concept of actual hair cards. I'm still hooking up all features, it's a quick check of the basic functions and the uv system. The core nodes creating them are the same I developed using the groom hair version, just adapted for what I need in cards. This is why I'm going all the trouble.…
And here is the log of the scene with out the water plance....both crash in PIE Log: Log file open, 10/19/11 10:23:01Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467DevConfig: GConfig::LoadFile associated file: ..\..\UDKGame\Config\UDKCompat.iniDevConfig: GConfig::Find has loaded file:…
The purpose of the Sweep Toolkit is to provide you the better way to Sweep a Profile along a Path than the default Blender Curve to Mesh. The Toolkit consist of 2 GN Modifiers Sweep and Pipe, 8 GN Tools to assign Attributes that are used by the Sweep, 50 Architectural Profiles. Features: * Even Thickness on each Point *…
I've not done any art with it but I did have to build a little plugin last year to handle some naming issues on an older painter version. from what I remember you get a texture set per tile and you can paint across tile boundaries - i forget whether it's possible to assign a different shader to each texture set. on more…