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Something like this? This is a mesh transformed into curves then filled and passed through a triangle tessellation group, all with Blender's geonodes. Corners are preserved in the conversion to curves by being marked with a Boolean x Point attribute so they get temporarily split. You may need to tweak the Corner Angle…
Thanks a lot poopipe Very explaining link indeed. Meanwhile I am trying a bit other approach by painting initial tillable cells structure as a flow map by a brush and then making every directional warp and slope blur I used to deform in sync the initial flow map colors too with a certain color/vector mix. Too bad Substance…
For Engine Stuff This Is Hugely Useful http://udn.epicgames.com/Main/WebHome.html Editing Cover: add a CoverLink to the level you're editing. cover is attached to the coverlink node, to which you can add more cover. By aligning and setting flags for each Cover Node you can define the abilities available to the player…
I just use particle hair, convert ti to cards with hair tool addon, then sculpt the cards further. works ok, but never quite perfect Blenders new hair oprions are pretty good too ie geometry nodes, but I am not keen to switch over completely yet hair tools addon has its own shader with a nice anisotropic look
That's a good point, I didn't think to mention geometry nodes Designer's model graph was never finished and had some pretty severe weaknesses that prevented it from ever being worth using. Houdini is fine provided you can deal with houdini - I'm not a big fan but it is by far the most powerful option. For anything where…
As far as I know this happens in DX11 mode when you're using depth biased alpha. It only affects the material preview though and should work fine in the editor You can either switch back to DX9 mode or unplug the depth bias alpha node until you've finished with the other components of your shader and then plug it back in…
Not quite what I was asking about. I meant the mode Maya is reading your files in as far as color space/gamma is concerned. Since your render is washed out you may need to switch to raw, linear or an alternate gamma mode on your file nodes. I could also be wrong, like I said just a shot in the dark.
Is the Samsung Galaxy Note 10 Time of flight sensor capable of doing production quality mocap for animation? ie. 1) Can it make a 3D model by scanning it by just clicking "shoot" at it or whatever, and 2) Can it do that with MOVING objects, ie. if a man walks around in real life, a man will walk inside Max or Blender etc?…