Practically speaking the only really good way to do this is to do it with custom code nodes. I ported the substance designer viewport shader to shader fx a couple of years ago and it was relatively straightforward once I stopped trying to do it purely with shader fx nodes
Hello, everyone! I am a fine artist working in Brooklyn at a studio where we make sculpture out of Lego bricks. While I was incredibly lucky to score this job, it isn't what I want in a career. I have a BFA in sculpture but I work in my free time learning to make 3D assets using Maya, Substance and Unreal. I also know…
Gameplay Programmer: LightBox Interactive is looking for talented programmers to join our burgeoning studio. As a gameplay programmer, youll be responsible for collaborating with design, content, and engine teams to produce the high-level runtime code that makes our games a successful reality. Responsibilities include but…
Looking for an Artist Partner for a Survival RPG (3D/UI/Sound) – Revenue Sharing I am looking for an artist partner for my open-world survival RPG project. I have been developing this game alone for a long time, but to take it to the next level, I need someone who can completely take over the artistic side. This includes…
INFORMATION PACK: https://drive.google.com/open?id=1qnmCFsvLlXr4FDLpYicYfG5OEvcBMAaQ Project overview: Sofa ninja studios feat. The nobody collective is proud to bring to the world a new and cool take on the FPS RPG. Utilizing all the classic gameplay of retro first person shooter games. Our game is a single player first…
I can recommend ShaderTool for actual shader creation. It has a node based interface to set up a pipeline to put stuff into your shader, and then you write actual HLSL/GLSL code, so that part is not node based. It's available on Steam: http://store.steampowered.com/app/314720/
Happy Xmas everyone ! posted these from this thread link NOTE: If you downloaded the previous files from my thread please delete those and add these to the correct directory thanks :) these now use the substance folders. Download Substance Tools Updated where the files go in. now all files go in into the basic substance…
Ok, so here's where I am right now. I found a piece of code that looks like it'll recursively go through the existing directory structure of a given folder and collect up all the max files. I'm trying to integrate it with the multires removal code but it just ends up falling apart. thePath = getSavePath() --get a path…
@PolyHertz Justo and I had PMs where I suggested using ribbon functions since those already check for EPoly vs EditablePoly states. @Justo A better way than what I suggested earlier (because ribbon handles vert mode as well) is to not check for face mode, just check if your are in object mode. ( if subObjectLevel == 0 or…
I don't think there is a simple answer to this one because of how max treats editable poly and edit poly as two separate things. They behave similarly but under the hood use different commands. I think what you'll have to do is double up the script. You'll have a check at the beginning that detects which mode you're in and…