Posting this in case anyone wondering how to fix this Edit Pipe error. It happens because an error in the code... This code snippet: the last two lines was intended to get a connection from subCurve node, which is the "ADN_Base_CPath02_Shape", for the $QPipePath variable (that's why you could edit it manually like @Chase &…
Hey guys, i've been struggling over the past couple of hours to create a custom color grading shader that I can inject into my post processing chain as a material effect. For reference, this is what i'm trying to accomplish: http://udn.epicgames.com/Three/ColorGrading.html Now many of you are going to ask me why i dont use…
For another project I am working on, a requirement I have set myself is that I will need to be able to use vertex paint some meshes. I have been doing some research based on this requirement and how to develop the shader, and thought it would be good to share my findings and hopefully help out anybody else looking to learn…
So, I just got an sample working 100% in both eyes. IDK when i'm gonna be able to record a good video, so I'm going to break-down in general the process behind it. First of all, just bend deformers if your going to animate in Maya work well just like the lattice deformer. I don't think you'll able to use strech/squash…
No. Use a texture and a loop. Looping the pixels of a 1d texture would look like this in a custom node: Inputs of the custom node: Tex - Your texture XRes - Texture resolution The actual code: float StepSize = 1/XRes; for(int i; i<XRes; i++) { float3 RawValueFromTex = Texture2DSample(Tex,TexSampler, float2(StepSize * i,…
AlexandrL Thanks ,its exactly what I asked about because I often can't make it work at all or even export from Designer. Only something very basic . Any custom node, pixel or value processor and its almost zero chance . For your case it just follows basic logic : zero in no, one is yes. The rest is UI decoration.
The maxscript listener code is fine, as long as you take the core of it and wrap it up nicely. Everything in the listener is written specifically for the objects that it is dealing with at the point, so I normally add a layer of abstraction. A simple script that I use a lot is rotating a character. I build my characters…
I spent 2-3 late hours yesterday trawling the boards, and the internet, trying to find a fix for this - I found a couple of threads here (Specifically this), but none seemed to be the silver bullet I was looking for. Please note, I'm trying to fix the floor first. I figure it'll be the same problem with the walls. Surely…
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Thanks @capone! Its actually not so tricky. I just mask off more and more dense cell nodes via the inverse values of the prior cell noise. I'll edit this post tomorrow with a lil guide. Super simple technique! :smiley: Update: Edit: Here's how I restrict smaller cracks to places where larger cracks join. Its just a mask…