GlowingPotato> Glad that helped you :) Ignore my previous question... Forgot that the Texture Map node was a group as any. If you enable advanced mode and look for yourself you can see that the "ConvertToLinearSpace" = x^2.2. At least in Maya 2015 which I have at home. I've got 2016 at work.
Sos for the late answer, glad you made it. Custom Nodes are for you to plug your custom HLSL code into, but I see no reason for you to do it for texture offsetting. What I meant with a "float2" is a vector of 2. You can create one by holding down the "2" button and leftclicking into the editor.
@pming Thanks! She is doing some very cool work and I have seen it before. I actually have the first volume. It is good but it is more code then what I expected. Can definitely recommend it. But for this project I will try to do as much as I can with nodes. And it is quite interesting :smile:
Here's a script that will read through a text file, use line breaks as a delimiter, and show each line associated with timeline frame, starting from 0. Useful for synching animations with dialog or notes, which is really hard to do if your text is in a separate app. It's crazy that maya doesn't seem to have any native way…
Is there any reason you would want to keep the "polySplit" history node after disconnecting it? Because deleting the Connection and deleting the whole Node produces different results. For instance. Create a polygon cube, add some splits with Split Polygon Tool. This produces a polySplit history node. Now, with whatever…
So was trying to get more into the fundamentals of substance especially creating patterns with like 1-4 nodes to keep it simple - I made like 17 of these ( lets say im happy to show 17/40 :P ) I spent like 10-12 hours on it, also I tried to get into tool bag for rendering, later on I added some dirt to the Pattern. The…
Awesome, thanks for that Ace-Angel. I do have a question about your node setup though. There are 2 nodes I have never seen before. The top one I get what its doing as its pretty straight forward but I have never seen a node like that. For the bottom one I cant really tell by the image what the node looks like so I am not…
http://cganimator.com/unofficial-3dsmax-whats-new/ 3dsMax 2021 * No SDK Break – Plugins compiled for Max 2020 are supported in Max 2021 Full MikkT Space Support for Normal Map * Baking -Scanline Renderer can output normal map in MikkT sapce * Rendering – Normal map in MikkT space can be rendered in Scanline Renderer *…
this would take more or less 5-6 years... and every faster try failed... :D on maya they are doing a lot under the hood... for example decoupling some modules (mr) that where tied to the core to get faster development... or change big code branches... thats in a node based environment "much" easier...