@Swordslayer Running into the same problem on Max2016: Validation failed - Error occured, deserializing node: Can`t find operator Bevel Poly. I`ve tried fixing the creation graph just like you described in your earlier post by relinking the connections but my Bevel Poly Node does not have any of those inputs to connect to.…
Ok I will probably go with the gradient mask approach. Where do I plug it in, the opacity mask input? And does anyone know where I can find a resource that shows the nodes how they are most commonly used. Because as I said the material compendium just provides jargon about the nodes. I would like to see there uses in…
It is possible to do this in kismet but it might be a super convoluted workaround ... not that actionscript is any better. Your basic idea is correct -- tons of material instancing and button/keypressed nodes. Actionscript has the advantage of being one contained thing ... but you are going to have to put up with the flash…
The Biorifle material has given me an idea to go off of. Six months ago I would have looked at that material and been overwhelmed by it. Now, it's just another puzzle for me to figure out and solve. I Just now looked at the rippling water material nodes, holy crap. Some of the nodes I have never thought existed. ha ha!
Many scripts for this. http://www.scriptspot.com/search/node/scatter Advanced Painter is probably the best. http://www.scriptspot.com/search/node/advanced+painter Blur's Planter script is good at the "drop" part, when you already have a bunch of objects floating above a surface. http://www.scriptspot.com/3ds-max/planter…
Thanks for the reply darbeenbo. Yeah I know I was frustrated by the flickering. It kinda does it ever 3 seconds, and I moved the camera when it did... I need to fix that, good thing to get me started in the morning. Really wish there was a way to make it completely random using a random node in the damn shader. having a…
Hi guys, I would need to build a shader on Maya that will allow me to visually check in the viewport if there are micro-variations in the height of the vertices, something like the VertexNormalWS node in UE. What I want to do is to avoid that within a mesh such as a road or a racing track there are areas of sudden height…
At the risk of reading like an undercover adobe employee running damage control, I think beyond the rebrand, this set of updates are good, actually. For the uninitiated (and it is very easy to be uninitiated with the way this was handled), Here are the changelogs. Designer | Painter | "Sampler" The marketing for this…
Please follow this link to apply for this role: https://jobs.newworldinteractive.com/jobs/1626462-technical-environment-artist New World Interactive is looking for a Technical Environment Artist to join our team! The Technical Artist acts as a bridge between the artists and programmers, ensuring the art content and…