Alpha 0.07 is now out! @glynnsmith: The issue is that SF currently doesn't have many warnings or error handling at all! In this case, the UV input *requires* the input to be a Vector2, which the UV coord node is by default, which the Add node isn't, by default. You need to make sure the Add node outputs a Vector2 before…
Do you have any plans for user-noded lighting models? Either a more comprehensive box-tickig system (cook-torrence, oren nyar, half-lambert etc), or enough nodes to re-create those would be good. Also, It'd be fantastic to have them in the same graph as the rest of the nodes. Bonus points if you run code that can tell if…
I may be in the minority here, but I vastly prefer "value" to stay as "vector1", or even better, "constant" with a box showing black-to-white depending on the value. This would be consistent with UDK's shader editor which, in my opinion, is the standard all shader node editors should aspire to! In my opinion, ShaderForge…
Hey Ace, I am trying to tint the shadow color. This works as long as I somehow incorporate the Light Color node into the shader graph that goes into the Custom Lighting input of the Shader node (an Unlit shader btw.). If however I delete that Light Color node and use a Color Property node for tinting I get the following…
Thanks for this! The component mask node is pretty awesome. I'm pretty close now. The one minus nodes mess things up, so I'm assuming I am missing something from this setup, probably the normal mask?
This looks great! You should totally add a loop node, and an array node. :) 2D Array can have adjustable amount of boxes that you would fill out! Either float, float2, 3 or 4. Basically the loop makes a adjustable size box/rubber band and anything inside is in the loop. It has 1 output, which is the iteration and you can…