Hi Jordank95. Wall dimensions question: The best way to determine the needs you are talking about is to lay these pieces out in your 3D engine. Make a 3x3m pieces and compare them to the 4x4 pieces and see what works better for your project. 4x4 might be easier if you don't want to do fractions. Also you might need less…
Both of these software seems to have a decent set of features for aligning objects together and placing objects on other objects. But what are both similarities and differences between them ? I dont use aligning too much so I recently went in more depth and test some out and I was not little surprised to see Maya can not…
Sorry, the file has been lost hhhhh The production process is roughly to use cylinders in ZB to build a basic human body proportion shape Then brush the general muscle structure Place the POSS and then refine the muscle structure. Then because it is a stylized model So the details of the model are erased Render in BLENDER…
I don't know about Sverchok, but you can't really do anything equivalent in Geometry Nodes. At least not yet, (I really hope it will be possible with the new Curve nodes)
The particle color node needs to be multiplied with the incoming texture or color nodes before plugging it into the base color or emissive input. I cant tell from your screenshot if this is already there or not.
Thx @kio @Michael Knubben , I will try it out, finger-crossed for nested node group support, as I am already using node group for my custom lighting :)
The splatter nodes in substance designer are what you are looking for, just randomize position and rotation and adjust the scale to fill the gaps. You can also try the make it tile nodes?
There is a "select" node. You could hook up an integer to it which would act like a mesh id. And the select node would allow you to specify a mesh for each id.
Yeah I think thats more or less correct assuming your using the custom node. Is the refract function supported. I never really messed about with the custom node.
He means on the shape node of the object. Select the mesh, in the attribute editor select the shape node of the head. In the accordion tabs open up the arnold tab and enable displacement inside of there.