Is there a way to distort the UVs in a particle subuv node like you can in a texture node? In a texture node you just plugin a "Bump Offset" into the "UVs" port of your texture, but it doesn't have any effect on the particle subuv node when I do this. Thanks for any help!
I know the grind of wanting epic
renders without a studio-sized wallet. That’s why I built my own render farm,
piecing together custom nodes to crank out serious power without insane prices.
Pick a tier that fits your deadline and budget, from a handful of nodes for
small gigs to dozens for blazing-fast turnarounds. Thanks…
Some more updates on the Houdini tree: High poly: Low poly (Remesh and Reduce poly nodes) FBX exported to Unreal: I think it looks nice so far. my next step is to apply some simple texture by using reality scanning, and bake out the branches.
Hi, does anybody know if there is a possibility to pack a web of nodes to a macro? I think about it, because there are some nodes like "blend" that i can open to see the node web of this node. I'd like to do this, because my material gets that big and i have to scroll a lot. Thanks!
So I still don't get it... For my understanding ( to be able to properly work in a linear manner) I should be able to: - set each bitmap I load to be handled linear or gamma. I don't find such a setting except the turn-to... nodes. should I use them? - when using a node for the 3d view I should be able to tell the shader…
First of all I am working in Maya 8. Any help with this problem would be tremendously appreciated. I am having trouble figuring out how to have projected ramps of an eyeball stay with each eye as my character moves. The rig on my character is based on the squash-stretch rig explained in Stop Staring second edition. This…
I spent two days trying to re-create this method in Unreal. https://polycount.com/discussion/174377/witcher-3-blood-and-wine-architectural-material/p1 First I used an elaborate IF node tree and then I discovered the 2D Array Lookup node. I thought it would take the texture's UVs, split it into a given number, and then…