This is part 2 of our series on MaxScript. I'll cover some simple ways you can start to use maxscript in your every day workflow. Even if you have never touched code before, there are some simple ways you can start using maxscript that will help you automate tasks and remove some of the time wasting steps you have to take…
This is part 2 of our series on MaxScript. I'll cover some simple ways you can start to use maxscript in your every day workflow. Even if you have never touched code before, there are some simple ways you can start using maxscript that will help you automate tasks and remove some of the time wasting steps you have to take…
This is part 2 of our series on MaxScript. I'll cover some simple ways you can start to use maxscript in your every day workflow. Even if you have never touched code before, there are some simple ways you can start using maxscript that will help you automate tasks and remove some of the time wasting steps you have to take…
Lets go over some simple ways to get your feet wet with MAXScript. Even if you have never touched code before, there are some simple ways you can start using maxscript that will help you automate tasks and remove some of the time wasting steps you have to take time and time again. MAXScript what does it do? To answer that…
Lets go over some simple ways to get your feet wet with MAXScript. Even if you have never touched code before, there are some simple ways you can start using maxscript that will help you automate tasks and remove some of the time wasting steps you have to take time and time again. MAXScript what does it do? To answer that…
it's not pretty or elegant but it works :) start with the theory, basically find the intersection of the ray from the center of the eye ball to the target helper on the plane where the pupil resides. so the rig helper "ball" (the virtual center of the eye) it's parent is the main head mesh, has a lookat constraint (lookat…
I have a follow up question that fits this topic. I am also using Substance Designer and UE4, and while the look of the materials do seem on par between the two programs (especially after the UE4 sRGB uncheck mentioned above), I am a little suspicious of some of my settings, and want to make sure I am doing the right thing…
Practically speaking the only really good way to do this is to do it with custom code nodes. I ported the substance designer viewport shader to shader fx a couple of years ago and it was relatively straightforward once I stopped trying to do it purely with shader fx nodes
Tldr; fiddling with things till i get it right, learned the milliseconds matter eventually, got 2 versions of the shader now. Yeah, i am testing taking apart the current setups of the current material shader options available and seeing what does what and then re-configuring them back together, its been a learning…
Chapter 1: https://polycount.com/discussion/208918/ray-marching-chapter-1-the-very-basics-and-all-about-the-clipping/p1?new=1 Welcome to the second part of the ray marching tutorial series. If you've seen the first part, you are already familiar with the idea, so I won't go into much details regarding the basics. Lets jump…