its a bit more than just a node based version of maya. its really more like a library of computational geometry and effects functions wrapped up in a node editor . I mean you can not use 99% of its capabilities and treat it like maya but it's not very good at that.
Finally figured things out, I didn't expect that mirroring and stacking UVs would also require inverting the orientation of the normal maps with a second shader node of each UV tile for the shells on one side with the use of aiNormalMap, I had just been using the bump2d node.
I had the same, its about your node (object in max). Just create a new poly object, get into the edit panel and attach your working object to the poly. This should create a clean node in max with the IsInstance property so that it works again on alt+q or isolate.
i really don't want to crack maya open at the moment. so i will go off memory. could you use a ramp and a 3d texture node? scale the 3d texture node to the size of the view volume then apply to everything in the scene. and adjust the ramp? that could be nonsense tho.
I think I've been able to improve the brick material. I also vastly simplified the graph, and was even able to turn most of it into a single reusable node. I got this result by basically just plugging in a height map of the bricks and a Flood Fill to Position from the brick pattern into the node.
Just out of curiosity; Why use maxops commands in general? I usually rely on Node commands: ConvertTo and it's shortcuts like convertToPoly, convertToMesh and so on. You can find all of them in maxscript manual under "Node" chapter or using apropos "convertTo" on maxscript command line.
you lerp between a solid color and your "regular" diffuse texture with the mask as... the mask :D the better your mask is the nicer the solid color blends into your texture. it's pretty much just 4 nodes connected together. 2 texture samples, a constant3 vector and the lerp node.
Hey polycounters! I’m currently working on a Zbrush script to speed up my pipeline to Substance, but ran into an anomaly I can’t wrap my head around. Chances are this is a no-brainer, since I’m completely new to Zscript and not the biggest scripter in the first place. So please DO state the obvious. The script is supposed…
Is it possible to create individual origins for each square in the vector noise node in the material editor and be able to scale them by each square origins in ue4 or ue5 equally? This is possible with the tile sampler node in a lot of 2d texture authoring softwares like designer, Texture lab, material maker e.t.c. Wonder…
I am trying to create this shape by using a Shape node connected to a Tile generator. Im thinking to get that cross in the middle I would use a shape node with a 2d transform? I find it difficult to use a 2d transform because I keep on rotating it on accident, I wish there was a way to lock rotation. anyway thanks in…