The point lights in the background still cast light on the buildings, just not on the lanterns themselves. I notice that none of the lanterns cast shadows either. Are you using fully a opaque lantern material, and turning of 'cast shadows' for the meshes? Maybe adding an emissive layer, or adding to one (literally with an…
I though this was done with UV shell mask too, and requires an SVG or bitmap. Anyone know if there is a way to access the UV coordinates via code magic and auto generate a UV shell mask? I guess that may be flawed the way Designer works, you'd need to feed it a 3D model in a node.... guess baking it out makes sense in the…
correct! If you create a "Pass" node in shaderfx (only visible in advanced mode) then you can see the passes under "pass context". These are the passes currently exposed in shaderfx to which you can 'do something' when Maya is rendering that pass. Also, it is not at all a bother for you to ask questions :) (I might…
Warning: Contains Nude Reference Images This thread is going to be linked to my University assignment for Body Modelling (which requires the body to be nude, thus appropriate references are required). Everything here will be a copy of the Digital Academy I'm initially putting posts onto. I have collected reference for the…
Hi guys, I update this thread saying I found a solution about an auto save function under Photoshop... As Lamont said on the top using a cmd file it will launch my Javascript function. It works well, and this seems to be very transparent. There is a DOS window staying open in window. But you can reduce it in the task bar.…
I am making a landscape autoMaterial. I have finished most of it, but I ran into a problem. I want the transition to not be a gradient, but use the heightmap to blend between the rocks and sand. I managed to do that in a simple material, but I can't figure out how to do it to the autoMaterial that is using a…
I was looking at this tutorial: https://www.youtube.com/watch?v=ss13J1emsvw If you scroll to time frame 05:40 you will see he is creating a node named as AiSwitch I do not have that. He went to "Create" >> "Arnold Shader Surface" >> "Ai Switch" I do not have such node. But i can find similar node if i go to "Create" >>…
Let me elaborate some more about my second question. That is a basic alpha blend using the red channel from my base diffuse texture. This is the same alpha blend, except instead of plugging the vertex channel back into the add node, I just used a constant 1. I'm confused as to where the vertex color node gets its…
Notice your blend Overlay node is requesting 2 vector 3's for input. You were giving it one vector 3 and a float for input. If you want to use the overlay you'll need 2 append vector nodes. The first one should have the channel that you are overlaying in both input, the second append vector should have the first append…
i loaded the marble earth asset in maya so it should be possible... the new maya file node is able to read uv tiles... its containing 1168 uvtiles each 2k... its baking all the texture to smaller resolution... maybe you could use this system to load it also in shader fx..? note: im able to paint on this monster asset in…