another demo of having emitters as a pipeline object procedural spherical emitter with a conform to mesh modifier applied used to generate a mesh at each point (yet to code the mesh normal to emitter normal so the generate mesh can align to the surface) spline emitter above with conform to mesh mod with normals an "ocean"…
Just wanna say that unless you go the extra mile and configure your own shortcut profile, the shortcut part will just lie dormant, you can turn off wheelCtrl if you don't like that, and you can remove the other modifiers too if they'd bother you for some reason - and you have pretty much lazercut standalone.
Nearly finished my recreation of Oskar Stalbergs "brick block". The watershader is one of the unity standard assets. I created the dissolve shader by modifying the one of the existing diffuse shaders. You can get the whole project on my github account. https://github.com/3deric/block_building…
Wrote a front-end for the Substance Batch tools (docs). This allows me to iterate on a single graph for my rocks simultaneously with the modeling process. All new or modified models can be run through this program and updated (tri-planar) material maps are pooped out. It works the same for exporting Substances, one graph…
Yeah, except.. like I said BUTTONS EVERYWHERE §. That's something very annoying in max (I don't want to start yet another 3d app war please), for example, If I want turbos smooth on top of the stack and work on editable poly, I've to activate the end result button in the stack (or in the horrible ribon). I know that can be…
eld, yeah thats one thing I wanted to do. Keg, I plan on sort of doing a blured direct sky light coming from the up vector. So I would first caclulate what voxels can see directly up infinitely. Then in another pass I see what voxels that are in darkness are next to a voxel in light and then transmit some light from the…
I have been working on a perforce checkin/out/add for photoshop. I can't take credit for the whole thing, the batch file construct is based on an older script by Vlad Dumitrascu, but I modified it for CS6 as well as added a few cosmetic additions and some cleanup commands Only problem I ran into was that your computer name…
make a plugin will still not help performance if you still use maya native boolean, Autodesk needs to upgrade boolean algorithm unless you can write your own boolean plugin. They also really need a way to handle multi mesh in one single boolean node, as maya doesn't have stack modifier, and when adding more and more node…
I'm still rooting for you Klunk :) Awesome to see something like this progressing. What do you think the performance of this would be on a 20k mesh with multiple cutters? Trying my hand at making a modifier that does something similar but with decals, still in progress. This sort of thing has so many applications . Thanks…
I'm building a simple tool in python for maya to select edges two ways: - select edges included between a minimum and maximum angle - select hard edges in the mesh. I think it can be useful to combine these two functions in the same ui. I modify a bit the constraints that are present in maya to make it easy to use. i think…