You had a pinned vertex in Peel mode. That's why it was behaving like that. Also, quick tip for Peel mode: turn off 'avoid overlap' so that all your islands don't get jigged around every time you enter the mode.
how do i add a action/commad to a quadmenu and make it sub-object mode specific if i add an action/commad to a quadmenu rght now it show up all the time i whould like to have some actions/commands only to show up when in vertex sub-object mode and other actions/commands to only show up when i am in polygon sub-object mode…
Thanks. Well, it sounds to me like "fuck around and find out" kind of problem lol. If I'm mucking around with shaders, but don't understand the math that I'm actually implementing, then I can get all sorts of wonky visual behavior. The problem here is probably something goofy in your node chain.
NS-288 Radio Model - Substance Designer Procedural Material My dad gave me a radio as a gift. I couldn’t find detailed information about the radio. It was mentioned that it was made by Güneş Elektronik. I liked this real radio model, and I wanted to create a procedural material in Substance Designer. I added nodes for the…
If you've spent just a few hours using UE4 blueprints, then you probably already know enough about programming logic to start building some applications. Try picking up a language and just start writing some code since that is probably one of the best ways to learn how to program. Creating any type of game is always a…
the shadow node requires world space position and normals to work. to get world space position you need to convert height into tangent space normals (easy) and transform those normals from tangent space to world space. This requires that you bugger around with 3d matrix transforms - you can build nodes to do this in…
i'll try to found a way to reduse noise i spend 200 minute on render yeah i did connect mask layer to displacement and reduse it through ai range node yeah i did thin out the layer but i need to crank up the density but my pc crash and yes the eyelashes it's been ok i did test in ipr mode but after 3 hours render it's…
I need to invert the green channel (in the attributes for the JS normalmapper node) if I've generated the map from the NVidia filter. Not doing so screws up the results in the MR render. Also, make sure that if you've got a Blinn shader applied (looks like you dont, but still) that your eccentricity isn't turned all the…