This is not a good way to share a shader code. There is nothing like "combine shaders". You need to modify the shader or write it from scratch. Or you can use shaderforge or amplify shader for creating it from scratch with nodes, instead of writing it. But on both ways, you need to understand how shaders work, what…
Does backburner have a linux network render? I guess you could use windows as well, but Linux wouldn't cost you any more.* You could make a cheap headless render box with the same internal specs for half what you would pay for the imac. Just defer all your renders to that box on your network.* *EDIT: NM "Install Backburner…
Blender Z combine node has an "Anti-Alias Z" checkbox (on by default) in its 2d compositing mode. It makes resulting mask for color channels antialiased . Very handy feature texture wise especially for small, few pixels details, hairs etc. I wasn't able to recreate same behavior in Fusion. Wonder if Nuke has a workaround…
just edit your first post inm advanced mode ;) nice shader work about your texture coordinates, why do you split up the tex coordinates in R and G? you could easily just multiply the texcoords with the appendvector of 2 inputs, dunno if it saves instructions but its only 5 nodes as compared to your 7 and does exactly the…
Okay. I Started creating a Blueprint with a button that can be pressed from Editor. I successfully stored the "InstancedFoliageActor" from the world 1 and world 2. But I can't do anything with it by blueprints. I can't access the instanced mesh or anything. So do I need to create custom unreal node with C++ by taking piece…
In your example, this backface culling setting was applied to only the "selected" active selection ( if any ). That might lead to unexpected behavior if you simply meant to apply backface culling to "ALL" or on an object that wasn't selected. If that were true then the right answer would be to simply select the "all"…
Hi guy's, Some new test and a big surprise in the process, when i remove the SD normal node the one with the intensity slider and just plug the nm everything pop up and even better than my exaggerated AO. Even the specular got ten time better just with removing the normal node. Is this a bug or what since the difference…
fn scale_node_position nodes scale = ( for i in nodes do ( tm = i.transform; tm.row4 = tm.row4 * scale; i.transform = tm; ) )
scale_node_position $selection [1,2,1] will scale by 2 along the y axis about the origin. to scale about arbitary point, subtract the point, scale and then add back the point. fn scale_node_position…
I finally got Unity to run again. I'm embarrassed to say I tried "everything" except "Run as Administrator" which worked. :poly136: Strange though as both Unity 2.6, 3.0, and 3.1 hadn't required this of me before. Anyway here are my findings concerning exporting from Modo 501 to Unity 3.1 using the Collada DAE, Autodesk…
Hey guys, As someone who has transitioned into using Blender full time both professionally and for personal work. I have a few nit-picks that I'd like to share and see if anyone can offer some insight as to how to approach them effectively. When switching between selections (Vertex, edge, polygon), they aren't remembered…