To inherit the entire material or just the color? Color I assume. Yeah it should be quite simple. You could do it fully node based, or node-based + simple expressions. You probably won't need any other fancy shader nodes other than blendColors. You might need to create a dummy object with custom attributes to hold values…
Yeah this is an issue with old exporter. I think you can update the exporter even on old max versions. But just in case, here's a maxscript to add support vertex to handle vertex color/alpha by face, thanks to polytools3d on cgtalk. Has to be an editable mesh i think. ( fn BreakVerticesByColorAndAlpha node = ( mesh = copy…
[ QUOTE ] What exactly do you need the different controls to do? This will be helpful in doing a more complete write-up, as I have a ton of notes from my maya rigging class. [/ QUOTE ] Does it really matter? I thought I was pretty clear, but basically this goes for side-by-side IK/FK controls without having to…
it's such a noob question, but is there a way to solo a layer/group in the layer stack inside of substance painter? I can solo a mask , but no such luck with layers, what am I missing?
I made the mask as you said, but i am still confused. Do i have to bring 4 different sequence of nodes into 1 Substance Designer file or I can/should pack all the nodes into "base color" "Roughness" "normal" before copy and paste them into the Trim sheet Sub.De. file? Cause i have minimum 20 nodes for each material and i…
Actually, I just figured it out! But thank you for getting back to me so fast. Turns out I had an extra shape node that holds a few properties I use on my camera. That extra shape node caused the FBX exporter to drop the default shape node, which basically means it wasn't fully exported. I deleted the 2nd shape node,…
Yes you can delete history. Lock the node you wish to delete things up to, then delete everything above it. Or you can just right click a node in the network and export the geometry at that point. I prefer the second option as you retain the network/history which is actually immensely useful in Houdini. There is also…
Hello, 1. Not at all. If the player can't see it and it doesn't cause performance or lighting issues, it doesn't matter. 2. Double sided materials are slightly more expensive, but IMO worth it if it means you don't have to manage double sided geo. Using both at the same time would be completely redundant. Note that in VR…