Yes but if your reference node is gone , usually the reference gets converted to a independent node as well - no more referencing. You could perhaps recreate the scenario where you create a copy of your result node, remove all modifiers and changes to its transform and then start over. But to make things easier you can…
Sure. plug a "select" node into the set static mesh node. This will allow you to define a list of multiple meshes and choose randomly. random int and random int from stream nodes can help you generating a random number, that you can use later to select a random mesh from your list. You could also just make an array of…
Sure i can and happy you liked the render. I used the Octane blender plug in 2.15 but the nodes work about the same as the stand alone. Attaching the node setup for the metal parts. I split the model up in 2 parts. One for metal and one for wood because Octane cant change the index values with a map so there is no way…
:) And here we go into linear algebra. Some basic concepts you'll find handy. Vectors and scalars play nicely. Any basic aritmetic operation between a vector and scalar applies the operation to each element of the vector. Vector vs vector operations require the same number of elements, as their elements are matched up for…
Sorry, nope. One off freelance gigs, no idea but probably not going to get any bites. I would focus on improving your skills more — something you could consider is finding a modding project that interests you for whatever games you like, see if they need any 3d work and if they're interested. Try that before looking for…
Hey good work - although I must admit when I first saw it I thought "Ballack" not Kahn, but its coming more towards Kahn. Green: The protrusion of his forehead (from his eyes) goes up a little higher than you have it. Its not much but it makes his eyes look more dominant. Blue: The curve of the eye (highlighted BY the…
1. Best way to do this is to add the modifiers via Maxscript. So in the end you have a toolbar with buttons that add modifiers with specified settings. 2. Nope, not that I know of. 3. The left one is in Group: "Unwrap UVW" and is called "Geom Element" or "Geom Element Select Mode" ( both work) The right one is in Group…
Took notes on noses from sinix and brushwork from Tyler Edlin. I think it's good to have days where I take a break and just takes notes : ). Still learned a lot and gonna try to practice some of the highlighted things and things mentioned in both videos. Had to stay after school for teacher-parent conferences @_@, so…
what Beaver said is correct. connect your reflection nodes (texture sample, vector/reflection nodes) directly into A of your lerp, then connect just the regular texture into B of the lerp. then use the constant that's already plugged into the lerp to set how much reflection you want to see. you should have 6 total nodes…
If you have a depth/height map, then using a level should be enough to extract a part of it. You could also easily expose the min and max depth as parameters to use the level as a dynamic filter. I don't know blender, but a very soft blur combined with another level node could also work if you need to generate a clean…