Use your buffer visualization mode to check specular/roughness differences, check it under different lighting conditions (ie: when the sun is behind the grass, does it get darker than the landscape?). This is sort of to be expected, though; grass cards are generally perpendicular to the landscape so they will receive light…
Yes, and that's exactly what I want to do. My goal will never be low-poly production for games or animation. My only aim is the production of 3D hard-surface, and later, organic and artistic models. An example would be a rendering of a spaceship flying in a valley. Or a steampunk boat sailing in a sea. My interest is to…
[ QUOTE ] I realize I came off like I was talking to a toddler, sorry if I insulted anyone but everyone was starting to get all spun out and Judging by Daz's posts he was starting to worry. I figured I could bring it back to what might really be causing the burning in his lungs, exersise, duh. I even said I'm pretty sure…
The way I'd do it is by using the material workflow. here's a simple example: Substance already comes with a pre-made material node called "fabric009" that you can use with the "material blend" nodes and a few adjustments to make any pattern you want.
Please consider a proper integration into Maya. What i mean is having it integrated as a node into maya, it will allow to have a procedural approach and combine it with other nodes thanks
change the size from "relative to input" to "relative to parent" on the compositing node - you can then force the input nodes to whatever size you want using absolute
3d noise nodes require position image/AOV baked for any specific 3d model or you can just merge vertical and horizontal gradients into rgb image and input it into those nodes .
I'm using Refine Noise node from Substance Share to generate fake height from diffuse and then normal map node to generate normals. It's not 100% precise but it's ok.
You get a 45 degree bevel if you use a distance node to convert a shape to height, pipe that into a normal node and use the same value for distance and normal intensity.
A simple example would be to plug a shape into a distance node and that into a normal node If you set the distance to 10 and the normal intensity to 10 you'll get a 45degree angle (at 2048)