I would like to see AI work on the boring parts... do nice UVs for me, bake my normal maps properly, auto-assign materials for me, weight the bones nicely, etc. But I'm hearing that none of the boring stuff is worth the work, because it's not enough to drive a bunch of revenue.
Looking promising. Note how in the concept, the bright yellow leaves at the top merge with the light background to open up the frame (could perhaps be argued if they are necessary at all). In your version, they are on a dark background and the brightest thing in the picture, drawing the attention away from your subject.
Thanks! The glow effect is the 2nd example (the more 'complex' one). The first one is just a simple transition between 2 textures. As for the A<B, A=B, A>B it's a coding/math thing. Just think if the IF node was just A<B and A>B...what would happen if A=B? I've done some testing and found that it doesn’t have any…
Stingray PBS is a sub-set of nodes for ShaderFX internally. The reason they were separated was that the Stingray PBS material can contain only nodes that were supported by the Stingray game engine and its unique material. I personally also felt that ShaderFX was too complicated for a lot of artists and felt that having a…
I haven't tested this, but something like this will work: import json
import maya.OpenMaya as openmaya dagIter = openmaya.MItDag(openmaya.MItDag.kDepthFirst, openmaya.MFn.kCurve)
output = [] # Iterate through all of the dag nodes and get the curves.
while not dagIter.isDone(): curveIter =…
The main issue with Designer it's monstrously inconvenient in its default state and you have to re-do almost everything to be actually useful. You have to master FX -node because it's almost only way to do scale independent anything . Where you could code scale features independent of non-square factor of your textures .…
You'll need to create a toggle cinematic mode node between level loaded and the matinee. You can also setup the movie render with the executeble outside of udk, here's the tut for that (unless that's what you are doing, haven't used the create a movie tool) http://udn.epicgames.com/Three/CapturingCinematicsAndGameplay.html…
Posting this here specifically because Polycount's audience cares about pipeline more than novelty, and that's the actual use case I built this for. Context I run Anvil Interactive Solutions — we ship Blender/UE5/Unity tooling (Quadify line, BlendUnreal, BlendUnity, a few others). BlenderMCP Pro came out of needing to do…
Actually you could just make a clone of your tile sampler and make it work with inputs alphas in 8 bit mode. No need to remap anything. Sorry for over -complicating. Also you can use FXAA node to "fix" " nasty edges". That "hiden gradient" UV idea still might be useful if you want to use the leaves color counterparts…