For the roughness: Create a design that has some variation in roughness. For a quickie, you could use one of the grunge maps that Substance Designer has built in. Hook that up to a Histogram Range node, and this allows you to control your roughness range and intensity. Plug that node into the output node for roughness. The…
Latest progress: Hi Polypeople! The plan is to use this thread to document my honest workprocess of the things i do. My dream and ofcourse ultimate goal is to land a job at gamingstudio here in Sweden. So thinking nothing is impossible with some really hard work i will make my journey public with the hopes of some comments…
When creating a material/shader and using file textures you also get Texture2D nodes as input nodes to the file textures. It's these Texture2D nodes that hold the values you can use to animate the UV's. I think it's the offset UV values you can use. This will "scroll" the texture as a whole. For certain parts of an uv and…
To delete a sub sequence I think you just have to go to the parent's Kismet and find the sequence node, then just delete it as you would any other node. To move it I would think you could just create a copy of it and make a new sub-sequence using the copied nodes, are you trying to move Kismet between levels or just within…
Sorry for the biggish image: Kept getting hung up on the sin/cos input. Docs say it takes radians, but it doesn't actually. 1 = 360 degrees = 6.2~~~ radians. -_- Anyway, that's a node translation of Rodrigues' Rotation Formula. [edit] I forgot to take the multiply node out before, so I've swapped it out for a power node…
Hotfix 3 doesn't fix issues with HQ rendering, only Viewport 2.0. Some people have had better luck rolling back to a previous driver and using HQ mode then, although I don't know if this will then mess up functionality with viewport 2.0...
This sort of thing is where substance falls down. It's basically impossible to have dynamic length lists of inputs. You could certainly crop the text node output and feed the result to an fx-map based node but you'll still have to define every single possible input to that node. I expect you could use the automation…
{ string $currentSelect[] = `ls -selection`; duplicate -name ("NewObject_" + $currentSelect[0]); } $currentSelect is an array, so you have to reference an element of it. If you want it to work on everything you have selected: { string $sel[] = `ls -sl`; for ($node in $sel) duplicate -n ("NewObject_" + $node) $node; } IT…
Anyways, im new to the forums and was wondering if anyone could awnser some of the following questions to help me out to learn howto model. I AM a noob, so i dont know much about modelling. an could use some help.whats the best modelling program?(easy, free, fun)-dont say milkshape whats the best texture painter…
I've heard good things about Amplify. But I've changed jobs since, and not working in Unity anymore. Node editors for shaders all seem to support the same kinds of nodes, so it shouldn't be too hard to repurpose info between them. I was able to repro Unity shaders in 3ds Max using Autodesk's Shafer FX node editor. Let me…