if you use an 'edge detect' node after the tile generator you'll get a result you can use to drive a flood fill node - like this: from my twitter: https://twitter.com/sprunghunt/status/1061079820832919552
i was able to fix the issue by adding a couple level nodes. when i bring the integer up to 4. quick question what node set up does everyone use for nails when making the controls?
Hi everyone. This is my first post so hopefully, I am organizing this question into a good and effective forum. I apologize in advance if there was a better place to ask. I am working with a decent-sized team of artists and there is a lot of correspondence between us, our directors, each other, and with 3 people working at…
It's a node based compositing software used in production made by The Foundry. Basically After-effects but with more control using nodes instead of layers. [ame=" https://www.youtube.com/watch?v=ivREd2xX3qo"]Nuke breakdowns - YouTube[/ame]
Just needed to use two "Add" nodes. One Add with a Tex Coord and my panning distortion texture plugged in. Then plug the result of that into another Add node with the same TexCoord plugged into the other port... then that into the UV coords.
Rock uses the same texture as landscape. Then actual textures for rock are added on top of that using a world aligned blend node. Landscape texture is using a world aligned texture node for 3D projection in both landscape and rock.
Here is some of the stuff I've been up to! turns out I had the height map inverted for the moss, here is the same exact paint, but using a one-minus node to invert it and a power node to increase contrast
So if i add a copy and paste button for absolute dimensions that worked on the whole selection on a node by node basis this would work? If you make a change that works well post it! :) Might aswell make this a usefull tool
Ati's RenderMonkey is another one which like fx Composer is not node based. They stopped development on it, could always move to 2010. Mental Mill is probably the only other node based I can think off.
I would like to clarify this once and for all, and this is the place to do it. I am currently wrapping up the second year of my advanced diploma in Game Development. It's about 80% art and related technical skills (animating, rendering, rigging, etc). The other 20% or so is programming. We do scripting and coding in Flash…