ya i managed to figure out the bulk of the shader, and got my working using a up-vector or the wind direction, that take normals into account, and can be used with a optional heightmap to influence the blending. if anyone is still having problems i can explain how i hooked it up. should kinda click in your mind once you…
Thanks a ton Obscura! I'll admit I didn't know that existed and took me waaaay (one might say embarrassingly) too long to figure out how to properly use the node to get the results I wanted. However I really like the results and found it gave me far more of what I was trying to achieve at a more efficient cost. Here's the…
Assuming you have a base wall that you then want to be able to show dirt and damage in some areas, you'll just built both shader chains in the UDK shader editor, then select which one is displayed by some form of mask. The masking behavior is most easily carried out with a lerp node. You'll need one per material channel…
Here's the mel version, I modified it to work with multiple objects just in case. I didn't know about the curly braces thing with python, that's neat! Though in this case doing (myProjection = '.projectionHeight') would also work. $objs = `ls -sl`; for ($obj in $objs) { select $obj; ConvertSelectionToFaces; polyProjection…
Hi Lorcs! Looks really promising. A quick note; most folks here use imgur to post their photos, since you can embed a BB code and show larger images instead of clicking on thumbnails.
Nope, I don't have a need to; In a game studio, digging into scripting/coding plugins is the job of the Tech Artist, there's a few hanging around polycount but you might be better served asking around Tech-Artists.org.
No, I don't think so. Mainly because on the code you posted, when you are on vert mode, it just removes the verts. And sometimes i don't want to remove just the verts, but actually delete them.
What would be the best, most durable way to have many versions of assigned materials in one scene, so that I can easily switch between a version of the vehicle with green paint with white plastic and the same model with metal and dark plastic. Making it extra complex is the fact that not all materials will be assigned…
Arx anima is calling out for applications from experienced Lighting and compositing Supervisor SUMMARY OF THE ROLE: Working in a busy creative environment, the successful candidate will work on, high profile, 52x11 minute episode The ideal candidate has strong technical background in both lighting and comping, he/she is…