http://www.filterforge.com/ I saw this post on Unreal developers Network. It would be very useful for Artists looking for a node based texture plugin for making complex textures. It's still in beta, but has a ton of potential!
You can add an output node by pressing "space" on your keyboard and then selecting "Output" in the bottom of the menu. Then in the properties of the node you can add a new usage as "height".
I'm not quite sure what happened with the code I had originally posted here. Maybe something changed in the way Polycount displays code.. I honestly don't know why it got so messed up as I remember it showing correctly when I posted it. Here is a revised version. This should work correctly: // Orthogonal Camera Toggle…
Thanks for taking to time. how would I create a node with outputs from a rock generator i created. Im trying to fallow a Daniel Thiger video and am stumped how he did it. Hope I/it makes sense.
I'm playing around in Alchemist. I have some materials stacked and blending, and I'd like to rotate the topmost layer. Is there a way to link the transform node to the topmost layer so it doesn't globally rotate the whole material?
I want to delete history to delete polyBevel1 Node. But nothing happens on deleting history and when I move vertices on orig geometry , vertices movement shows on original geometry but not shows on orig geometry. What would I do?
Hi guys in the Texture Coordinate Node the option to sample an object for tiling is not working. I sampled a sphere to scale the tiling of a sand texture on another plane. Any ideas?
Hi guys. I've been adding some procedural scatter nodes to my 3Gen plug-in for Autodesk Maya. What do You think? Any feedback would be appreciated. Youtube demo: https://www.youtube.com/watch?v=sb89nHNzOJw&t=129s&ab_channel=NemanjaStojanovic
Does anyone know how? I see "mesh to points" with "face" drop down choice that puts a point in a center of a face. And normal node to align an instance Z axis with a face normal vector. But no way to rotate the instance properly around that normal like what regular instance on face does in object properties. My guess we…