I can't seem to find the blend node instance in SD5? Any idea if they renamed it or am I just blind. I'm not talking about the greyscale blend node but the one that was in SD4 :) Thanx in advance
Hey all, I'm to blend two textures in Maya LT, for example, a brick texture and a dirt map texture. In full Maya I would use a Layered Texture node in hypershade but that node isn't present in Maya LT 2016. Any help?
You don't need the local aligned texture nodes either - just plug the textures into the material node. Then scale the mesh UVs in your 3d app. Doesn't matter if they extend outside the 0-1 area
If it doesn't need to be real time, mental ray has a node that can make use of vertex color data. For the 2 UV sets I think you can use uv linking to the texture2d node.
I'd suggest you get a node-based shader editor like Shader Forge or Amplify Shader Editor. You'll need a shader that performs really well, so only add the nodes you need.
Filter forge has a cool Loop node that allows to make a "Slope blur" doing it not only 32 layers/samples/iterations max but whatever you want with just one node , not a stairs you have to make manually? Do somebody know a way to recreate this ?
Has anyone build a robust node tree for Octane that will correctly set-up textures generated by DDO? I've messed with different export options, and colorcorrect nodes etc, but just can't get the output to look anything like as good as 3DO does. Help anyone?
if you use an 'edge detect' node after the tile generator you'll get a result you can use to drive a flood fill node - like this: from my twitter: https://twitter.com/sprunghunt/status/1061079820832919552
i was able to fix the issue by adding a couple level nodes. when i bring the integer up to 4. quick question what node set up does everyone use for nails when making the controls?
Hi everyone. This is my first post so hopefully, I am organizing this question into a good and effective forum. I apologize in advance if there was a better place to ask. I am working with a decent-sized team of artists and there is a lot of correspondence between us, our directors, each other, and with 3 people working at…