@Andreas im going to ignore your last comment because you know that is below the belt and un called for. @Kwramm we have huge r&d departments that have a direct pipeline into the universities to pull out phd's to write new renderers muscle systems physic etc, etc. trust me we have all that to. most of our tech is kicked…
Hi, Is there a way to increase the input slots of "addDoubleLinear" Node? Currently, there are only two. I have 6 intended inputs and it would nice to just use one node rather than 4 nodes stacking against each other. Or is there a better node out there? Thank you for your time.
Thanks a lot for the level-headed reply, @JimWing! Maybe there's still some influence coming through from the concepts somehow, or maybe I'm just paranoid. ;)
Hey Substancers, I had an idea for a technical custom node (some kind of a blend node) that has changing parameters depending on a preset. For example: I want adjustable input numbers and several parameters changing accordingly in the background. Like different masks for each input etc. Would be great if you could give me…
Does somebody know an optimal way to do it? For example I do a rotation noise input to rotate things scattered by fx-node. How can I pass that input through fx-node itself simplest way possible? Preferably doing the fx-map scattering only ones. To get output with every thing rotated plus another output as rotation factor…
I'll grant it's not obvious which is the primary input if you're in compact material mode and it's a pain in the arse that on occasion the primary node is hidden by the UI in non-compact mode. but... The primary input is defined by the subgraph you're connecting to - If when you made your own graph the application overrode…
Interesting ideas all, good thread Adam, Modular is nice design choices. Something that could be any style. And expandable from a core code base. And needs mimimal human invovlement to update the content. Level 3: The Salvador Dali level!!! Want it. Brill idea. Maybe building on Tyler and some other peoples ideas.. Ever…
Even when working in other engines I often use UDK to test ideas, as you can see what's coming out of any node at any point in the pipeline. Writing raw HLSL using text based code is NOTHING like using the material editor even if the end result is a HLSL shader either way.
I had some lights , a few spot lights and a dominant directional, as well as a few meshes that had emmisive enabled. I was getting some issues so I decided to delete all my lights and turn of the emmisive meshes and start over. When Irebuild my scene with no lights in it, its all dark or almost black when in lit mode. If I…