A bit of a breakthrough on the next iteration for the reference material. If you use the CameraVector node (which I was using some of my dot products), as your normal, you get "free" retroreflectivity. This much better because it actually takes into account all scene lights, rather than relying only on a single directional…
klunk is completely correct about needing a full vector field - the data has to be continuous and smooth or all manner of stupid shit happens in the gaps the best "don't need to write a special tool approach" I've found is to use a hair sim, apply a material that writes out the derivatives along each hair (arnold has a…
You need to change the material Blend Mode of materials with transparency if you're using Eevee + use Screen Space Reflections / Refraction depending on what you're doing. You also need a World to be reflected in first place. On an unrelated note: I don't mean to be a jerk or anything, but next time please try to give the…
you can scale the UVs going into a maya texture node and indeed that data will not be passed through when the model is exported. in principle, if you apply the same transform to UVs plugged into a texture sampler in unreal it should give you the same result - if there's a difference it could be a few things - the texture…
Hi all, Blender will be participating in the 'google summer of code' again this year. For those not familiar with GSoC - google funds students (university undergrads and graduate students) to work on open source projects - the student receives a stipend and receives mentoring by members of the opensource project that they…
Hi, im pretty new to maxscript. my main scripting experience from before has been in c# so there are many things that are a bit puzzling to me. right now im scratching my head because of this one: take this code for example: splineObj = selection[1] print (numsplines splineObj) as string Outputs: "3" But this: splineObj =…
Somehow it worked once only. No matter what I do it's no longer working :( Some of the conditions I'm respecting: 1. Ensure each sub-material has an Image Texture node. 2. Ensure both Image Texture nodes point to the same image file. Assuming you want all colours into one file. 3. Ensure both Image Texture nodes remain…
This is a really good looking fur! I was already familiar with the shell technique, but yours looks particularly good due the care in adjusting each shell maps and the height map usage. I gotta say I'm itching to recreate a few steps in your breakdown using Blender geonodes to automate them. 😂 Edit: I gave the node setup a…
The CUDA memory required needs to be split into two components: 1. Node pool. It's used for the spatial acceleration structure. Usually 16/32Mb should be enough for a 4M poly mesh. 2. Triangles. The mesh itself. Each triangle occupies 48 bytes. A 4M poly mesh will occupy around 192Mb. If you set 450Mb for the nodes(that's…
Yay, I am glad you like it! It was my GSoC :p We came up with the idea after I was toying with the color smudge brush to make direction maps, and then on IRC someone said like 'oh, but if this could be attached to tilt...' and so the idea was born. I am really excited to see what kind of things people are going to do with…