You can bake normals etc. directly from the xgen hair using Arnold RTT with one of the utility nodes (I forget the name but it's the one that can bake uvspace and world space normals etc.) You can also bake a direction map that can be used to feed an anisotropic material in the same way (there are a couple of options in…
First of all. It's called "UV Sets" in Maya. Secondly. If you are using one shader for this solution you have one input for each texture, i.e. one Diffuse input slut, etc. If you plan on using several textures to finally plug into one input slot you need to handle combining/blending them together somehow. To work with…
Tbh having one master material for all kinds of stuff is a bit too complex. If you really want to push your shaders, then you will have to build in wayy too many switches for it to be efficient (and this is coming from a fan of big mastermaterials). I usually end up with a bunch of mastershaders when I do something. Also…
@rgbeard these textures are from a sculpt so just a straight up bake. The only math I use at the moment is the one in the default POM node. Some more tricks going in with the...oh wait i didnt post that. Ill dig it up. Basically this scene is super old, so there was no working POM node, so I made my own, that had some…
hi @Quack! Love the work you've done so far. How long have you been in love with substance? I'm just starting out, and I love thinking about how im going to make my ideas a reality with a non-destructive workflow! As of right now, im trying to make this cobblestone flooring with cracks. I'm wondering how do you process…
Using the Modify health node can work, you'd need to hook the Instigator to the bot in question so the hp can be changed. But, ultimately, damage dealt relates to how much health the bot starts with from script, or if you modify it to take five hits. How much damage does your weapon do? Set the bots health to 5 times that…
Using the connection editor you can link the matrices of your objects to your cgfx shader. You need to define a matrix in your shader - something like float4x4 camMatrix; Multiplying the vertex world position by worldInverseMatrix will give you a view space projection (no perspective) Unfortunately maya doesn't seem to…
slightly beyond the scope of the discussion.... @ codies they had very impressive power lines in Colin McRae (though might have been f1 memory is a bit hazy :) ) , IIRC it was done as antialiased curves drawn as postprocessing effect.... It had the benefit of a nice smooth line with no vert corners and none of the…
Hey everyone, I'm currently working on a material in Substance Designer that I need to get a Specular and Glossiness outputs from. I started the material with the PBR Metallic/Roughness preset and made the full material and now I need the spec gloss maps and I'm using the Basecolor/Metallic/Roughness Converter node, I…
hello im working on a blend texture for a special effect. this texture blends over multiple props in the scene, and i am having problems with different props having slightly different texel densities. so im wondering if there is a way to have the blend textures UV scale in all the materials that use it the same, by maybe…