to be honest I see no difference at all. Alpha is still ugly binary as hell. As well as mip blurring of the color channel itself. They have some "attempt at improving the shape edges" group inside but I couldn't understand what they are actually trying to do there. Hoped it would work ok in 32 bit since the issue is not…
Select the map nodes you want to have the same coordinates and run this script. After that, the mapping coordinates for those nodes will be instances so changing parameters of one will affect all the others: ( As for some artist-friendly way to do that, I agree that a node would be much better - could you submit that…
It started to seem to me that shaders codding is one of this "web things" too. For a while we had shaders done after my and other artists requests and ideas , blender nodes constructs, blending modes , what multiply/add to what and in what order and why. Which way to do proper height blend without blur involvement etc. And…
Hey guys, I've been working on this pickup node for unreal and I need a little feedback. Mainly I'm looking for suggestions on maybe adding a little more zing to the diffuse and specular map. Any other crits would be appreciated, thanks.
Hi, I've made a function which takes various image input nodes, however how do I display the labels for these inputs so I know which is which? It would be nice if the bitmap showed the name of the texture file too...
There is a non documented maya node in 2018 which is somehow "interesting". Just select an object and type the mel command "polyRetopo;" todo some magic. This automatic retopo could in combo with booleans lead to some new workflows. Looks like it does only work on Windows.
I'm trying to emulate fluid movement with a panner node and time function but it doesn't loop it just goes up and then starts again when a period of time end. I have currently solved it by putting a very long period of time but I also want to solve it properly. Any suggestions?