http://www.weebly.com/ My portfolio website is made with Weebly. It's super easy to create a page. There's a built in gallery node, and I use a few custom HTML nodes. I don't have a premium account, I have a free account. http://juantwo.com/ I bought my URL with a different (cheaper) service and set it up to point to the…
is there any kind of angle/slope node in UDK? or heightnode? in frostbite we use (mainly) a combination of slope/height masks/nodes + some large scale rgb b/w masks to build up our shaders. + the normal diffuse/normalmap yadayada's we then use a maskpaint system that currently support up to 4 materials per 16x16 patch (you…
https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-30D908F0-618F-4893-8354-18FD31C9BA05-htm.html via the right click menu in the hypershade work area. I'm not sure what you're doing exactly, rig work would probably go smoother in the node editor; the hypershade…
Didn't get further than having a different color for each offset. There's some garbage in there, mostly trying to find a way to get the middle to streak like in the image above. I made a mistake way back when messing with that node I did for that Uncharted thread, it streaked the textures and did funky stuff that might…
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I think he looks for a way to get the flowmap out of worldmachine. The flowmap gets calculated inside the erosion node. Just check the outputs of the node, there should be one called flowmap/mask. Edit: You might check out this thread. Buzzcore made an awesome Macro for WM, which pretty much handles everything thats needed…
This is the node graph as it came from Marmoset (the one that looks like shit, I only took the emissive part, forget the AO map, it was just in the middle when i took the pic) https://gyazo.com/c05b89f084bcad036b45f661d3347c57 This is the node graph I made to try to fix the problem connecting the maps directly to the…
For the rendering aspect I wanted to use Blender Cycles with some node work for the materials. I can see how this has the potential to defunct the texture size limit rule. There are a lot of tricks with the nodes to heighten the final render which may/may not be acceptable. One thing I'd like to do is some refraction (my…