Nice tutorial. I'm too busy with DW3 to run through this and convert it to XSI terms, but I don't see why you couldn't use similar nodes to get close to the same result. Maybe I'll try this sometime during the week, it would be a good exercise in nodes I don't use often.
Epic procedural My love for panel houses and for the brutalist style was reflected in my project. Collected procedural generation, through a node system, it turned out not the most simple node tree. It assembles houses from a set of small parts. With a large number of changeable parameters. finally mastered procedural…
You can't make parameters for speedtree nodes so you could make a master material as long as all the materials share the same speed tree settings like you could have a master for grass maybe but would need a different one for trees etc(vertex colour node would be the same anyway)
what you could do that would be less expensive as far as materials. it would use 2 material IDs. the upper parts that are intended to be solid sand will be a basic sand shader without the use of any nodes for opacity.. then the ends will use a 2nd material and have the transparency nodes plugged in, making them fade out.
I would use Substance Designer. You can make a custom node that combines Make it Tile for all your maps simultanously and to go a step further you can tweak the Make it Tile node itself to work with a mask generated from your source so you get better looking transitions.
Hi Ilya, I used the 6 z-depth renders in Substance Designer with the scatter node and layered them with a variety of scales / rotations and 2d transform nodes until I was happy with the result. The hardest part was getting the stones to stand out individually and not blend together. In the end I had 18 layers of rocks.
If you have used Textools it may be affected the node properties of your low poly. The fix is easy, create a box, attach your low poly to the box, then delete the box's verts. This sorts out the node propperties and it should work again. I have had the same thing happen before. Good luck!
It's looking much better now! Thanks a lot. The only issue now is the Subsurface color appears to be affect by adding the two sided node. It's still coming through however the color is different. I'll attach pics. Should I be assigning the Twosidedsign node to other channels as well? Or just the normal? Thanks again Ram.
hi this is my attempt at a cavity and convexity map ambient occlusion works well for a cavity map the convexity map isn't perfect but I thought it might be useful I made it from a displacement map and some nodes the wavelet filter is a node group I made thats similar to the wavelet decompose effect in gimp
--In Addition, there are no ninja loots, everyone will get treasure off a boss for example. --There are no ninja gathering nodes...everyone can mine, harvest or gather a node that is on their own minimap. --Suspend your knowledge of what you think a Thief, Guardian or whatever is supposed to do...this is an MMO as it…