Is that how it really works? If I understand what you said correctly... the global root would have to remain at 0,0,0 for the entire time the character exists the game scene. Displacement node is moved around by the engine; then character skeleton, from the pelvis?, is updated to the Displacement node's position? My…
Nope , it doesn't. You need to add explicit output node . You can drop base material or any other node in 3d view pane to see your result but still have to have the "output" node to save your result as a file or export as sbsar .
Nope, there isn't. I wrote feature requests regarding this for a decade. Nobody ever cared. Why it's impossible to make U and V multipliers separately in material settings or just scale test object itself . Obviously it's so basic convenience . 🤷 In a word you have to model and load your own object for the preview or use…
I checked an older graph of mine and copied the flood fill node from it. Here they are side by side: I can find no obvious difference in settings between the two, except that the older (bottom) node doesn't have anything inside the Instance Parameters section, while the newer (upper) node has a Safety/Speed trade-off drop…
I have been working on my roof, and I am considering two approaches to achieve results similar to No Rest for the Wicked. Since the game uses a top-down view, their roof tiles are quite flat because they don’t require much depth. However, this wouldn’t work in my environment, as I want it to work well from multiple angles.…
While I still see no real alternative. Just wonder if it's only my impression. For years I see only cosmetic improvements . Node bypass been best of them IMO yet took decades of users prays . Coming to Blender nodes feel so much like breath of fresh air . Any custom node saved in a library could be done local to the file…
Posting this in case anyone wondering how to fix this Edit Pipe error. It happens because an error in the code... This code snippet: the last two lines was intended to get a connection from subCurve node, which is the "ADN_Base_CPath02_Shape", for the $QPipePath variable (that's why you could edit it manually like @Chase &…
@BillyJackman, "stab at the eye" sounds really painful :p But jokes aside, my only critique would be in regard to the eye itself. Right now everything about it is so perfectly round, it seems out of style with the rest of the prop. Maybe if the surface was less smooth and/or the pupil texture not as sharp..?…
Hey guys, i've been struggling over the past couple of hours to create a custom color grading shader that I can inject into my post processing chain as a material effect. For reference, this is what i'm trying to accomplish: http://udn.epicgames.com/Three/ColorGrading.html Now many of you are going to ask me why i dont use…
https://youtu.be/FHVj4AKVa3o www.mariExtensionPack.org Version 6 of the industry standard
plugin for Foundry's Texturing Tool MARI is now available. Full Release Overview: https://bit.ly/43xoDIc This new version restores support for
Mari 6, and future-proofs it by adding support for the currently not
yet available Mari 7…