Thanks for the response. After much fiddling, I found out the error. It was because I had nodes that was not deleted as history. For instance, the node at hand is "PolyAverage", so when I move a vert, the node is still calculating.
Found what the problem was -.- Had to basically do it all again and render each step to see what i did wrong. On the displacement node, i deleted the extra node to connect it to the other node. I was wrong...
I'm interested into seeing your files. Usually our cooking for substance discard unused nodes (and therefore any inputs that is not connected to an output node). It could be that your initial setup result in that configuration and the blend node avoid that.
Thank you for the reply :) I tried again, here was my step: 1.click multi-normal layer and active painting mode 2.click on PS mask, then paint in 3DO I found that PS mask didn't show the painted area in white color. did I do something wrong :s ?
I hate the soft I'v been spending most of my time in for decade already . It's Substance Designer. It's rather love/hate relation actually and I still couldn't find any alternative . It's non destructive everything and super cool indeed in this regard but gosh wouldn't they do every node most inconvenient way ever…
chrome: Looks really cool :) I will have a closer look later on. Mark: +1 for the links. I'm gonna make a shameless self-plug. Here's a material I made for my Oasis enviro. The nodes in the Blend box are used to add a texture on top of the rocks (it's used for sand, but could be used for snow too) and the nodes in the…
I don't have that object selected, but the vertices are still being displauyed which is slightly annoying. I've tried restarting Max, and resetting xform. I've also tried duplicating the object and the same thing happens to the duplicate of the object. Is there anything I can do for this without having to remake this mesh?…
There seems to be some ui bug as well, or maybe it just shows what actually happens. If I set a node to be hdr high precision 32f, it still shows 16f on the node. It doesn't happen on all nodes, but on some of them.
@Far: No idea which Ward you mean, sorry. I tried Aniso-Ward, but it still needs UV's in my case, based upon this code here: http://content.gpwiki.org/index.php/D3DBook:%28Lighting%29_Ward Here is an example in node format what the shader might look like, and the UV edge issue that can pop up ( in UDK for example:…
If you really want to use the raw OpenGL render (Render -> "OpenGL Render Image" from the top menu), there's a trick way. Set the character material(s) to use either the Mask or Z Transparency modes, with the alpha set to something really close to zero, but not perfectly zero. This way when it draws on the viewport it…