man'o'mule: The fresnel term is really a 0-1 range based on the camera to surface normal dot product I think the math goes: (((LookDirection dot Surface normal ) *-1) +1) ^FresnelStrength Which, if applied to specularity or diffuse, makes pixels brighter the closer they are to being perpendicular to the camera's look…
set selfillumination to 100% put diffuse into multiply RGB node, or composite node and mulitply the lightmap over the diffuse. you may need to increase the output of the lightmap it the bitmap node.
He saw what he had created and knew . . . it was a MONSTER - dum dum dum Goals: 1. Create a useful Maya viewport shader with many functions and techniques to showcase a wide range of surface properties 2. Write a Shader with a compartmentalized structure that is easy to read and dissect for people learning to code. This…
Thanks for the quick response! Sorry I couldn't reply sooner here. Okay so I tried running the setup you've got on the nodes but my emit from geometry node is always showing up red. Since I'm so new to ICE just gonna assume I've set it up wrong. Was a little harder to tell what you were plugged into with that collapsed xD…
Make your own material and use the texture coordinate node. It'll give you the UVs per-pixel and you can use clamp nodes or if nodes to turn these values into colours.
@TTools You can use the same place2d nodes how you describe. Sometimes it's easier to drive multiple nodes with some other node to act like a master controller though.
It's probably due to the "Output size" setup used in the graph nodes. Be sure to specify an "Absolute" size to your bitmap nodes, and a "Relative to parent" size to the node just after each one.
sometimes its also just part of the outsourced work that nobody ever sees. and to be fair its realy hard to sell a million nose shape outside a character creator system.
Max is continually kicking my ass with shit like this. Minding my own business, doing whatever (skyrim outfits) and for whatever reason it decided to stop with the semi-transparency when i alt-X been persisting for a couple days now, so restarting doesn't fix it. Any ideas where should i look to fix this?
You can bake nearly any map as emit bake type in Blender. There's nothing special about albedo, roughness, metallic and the majority of other maps, so just plug your metallic into an emission node or directly into the material output and it'll bake fine. You can also use plugins like ucupaint to make the baking process…