i really don't want to crack maya open at the moment. so i will go off memory. could you use a ramp and a 3d texture node? scale the 3d texture node to the size of the view volume then apply to everything in the scene. and adjust the ramp? that could be nonsense tho.
I think I've been able to improve the brick material. I also vastly simplified the graph, and was even able to turn most of it into a single reusable node. I got this result by basically just plugging in a height map of the bricks and a Flood Fill to Position from the brick pattern into the node.
Just out of curiosity; Why use maxops commands in general? I usually rely on Node commands: ConvertTo and it's shortcuts like convertToPoly, convertToMesh and so on. You can find all of them in maxscript manual under "Node" chapter or using apropos "convertTo" on maxscript command line.
you lerp between a solid color and your "regular" diffuse texture with the mask as... the mask :D the better your mask is the nicer the solid color blends into your texture. it's pretty much just 4 nodes connected together. 2 texture samples, a constant3 vector and the lerp node.
Thank you very much for the feedback and for sharing these resources, it really helped. The notes about anatomy and lighting were especially useful, and I’ll keep them in mind moving forward. This piece is still part of my learning process, so comments like this make a big difference. Thanks again for your time and help!
Hey polycounters! I’m currently working on a Zbrush script to speed up my pipeline to Substance, but ran into an anomaly I can’t wrap my head around. Chances are this is a no-brainer, since I’m completely new to Zscript and not the biggest scripter in the first place. So please DO state the obvious. The script is supposed…
Hi! Opening the Painter project, what I see is different than what you shared in your initial post, so I suppose the original post is outdated? Since I don't have a Max license, I can't check the highpoly or rebake. Exported the lowpoly from Painter, some notes looking at the low poly mesh: - there are hard edges without…
Is it possible to create individual origins for each square in the vector noise node in the material editor and be able to scale them by each square origins in ue4 or ue5 equally? This is possible with the tile sampler node in a lot of 2d texture authoring softwares like designer, Texture lab, material maker e.t.c. Wonder…
I am trying to create this shape by using a Shape node connected to a Tile generator. Im thinking to get that cross in the middle I would use a shape node with a 2d transform? I find it difficult to use a 2d transform because I keep on rotating it on accident, I wish there was a way to lock rotation. anyway thanks in…
A simpler way to do this is to use the 'Fresnel' shader node and plug it into the opacity input of the shader. If you set the 'exponent' value of the fresnel node to something close to 1 it'll be pretty tight around the view of the player. Mathematically it's pretty much the same as Jordans suggestion but just a bit…