I was wondering if there way to instance or reference a node within the graph. I know a can create a separate graph with an input and output, and then bring that into my graph, but it seems like a pointless extra graph for such a small task. Here is what I have. I need those tile generators to always be the same, but I…
Hi there, Currently residing in New Zealand we are a small team of talented third year university students that have collaborated together over a six week pre-production cycle to create a game. We have learnt UE4 from scratch and completely by ourselves have managed to create the game Upheaval.Upheaval is an upcoming…
Cool to see everyone participating. Everyone's work seems so good. I only have a small update because another project has come up that I have to work on. I'm afraid I won't be able to work on this as much I want to. Guess Ill keep plugging along and see what comes out of it. Anyway, here is what iv'e done
That looks nice indeed and I did something like that in Blender Geometry nodes too by roughly same stack but isn't it instantly obvious the thing is not real and have a typical "procedural" taste just because a half of child streams are crossing each other and not do typical flow in before a bend and out after , a core…
Hey Maze, My bad. The code was at fault. Apparently Maya by default sets the subdivision level to 0 so that's why the if was not working. Fixed up the code and this should work Incrementing string $sel[] =`ls -sl`; for ($thisObj in $sel){ int $displaylevel[] = `displaySmoothness -query -polygonObject $thisObj`; if…
Worms AND BON JOVI, holy crap sign me up! :D Well I finally got over this damned flu and dove in and started coding today! Now that i'm looking at this project as an actual game it's pretty exciting to work on for long stretches. Easy fix to that max speed bug, i was checking world x velocity against max speed, not local…
I saw this topic coming up from time to time, and today I got involved with one of them so I decided to just make a writeup about how to approach this effect using Unreal Engine: References: https://www.youtube.com/watch?v=Ld_peIKWE3A https://videohive.net/item/abstract-surface-of-moving-cubes/18266215…
I don’t think it comes in 24gb, just 16gb. Which should be plenty for 3d art and modeling. It’s sometimes nice to have some kind of constraint rather than like unlimited resources so that you know that what you’re building is also optimized as well.
I just use particle hair, convert ti to cards with hair tool addon, then sculpt the cards further. works ok, but never quite perfect Blenders new hair oprions are pretty good too ie geometry nodes, but I am not keen to switch over completely yet hair tools addon has its own shader with a nice anisotropic look