HairTG- Hair & Fur 2.5 is out! This version consolidates the procedural hair/fur texture generation functions and expands in new directions with a Substance Designer plugin to handle automation tasks and a Blender add-on covering many aspects of the real-time hair card based generation and composition. It also comes with…
Another solution, no timers and no "dirty" UIAccessor. I used a checkbutton instead of a pickbutton, "outsource" the picking to a function. This way you can call the function from anywhere. I added another button to demonstrate. "mybutton" is optional parameter, so you can imitate the pressed button state. The filter…
they used to have a sample were you could paint in 3d view and it auto updates texture. that was pre-hlsl stuff when the painter interface was added, but at least in theory the texture is always the same at the end, hlsl or not... re-uploading the texture, while a bit slow if the texture is big, as I dont think they do…
Hey! I'm Idris, a UI/UX Designer with over five years of experience under my belt. If you're on the hunt for someone to help create game interfaces that are both fun to use and easy on the eyes, you’ve found the right person ! I've spent a lot of time in the gaming world, pouring my passion into different projects. What…
Finally downloaded the demo had a look at the shader tree. @Obscura is correct. Everything is running on material functions whilst using the make attribute node. So there are 5 separate mats: chrome, machine paint, secondary colour, rubber, base metal. Each of these just uses vector3 or 4 as the base value with various…
True, I agree with those things especially the lack of a cage. Blender should be capable though, it's the import/export scripts that has to be up to date and working. In max I want the split-edges smoothing from maya and blender, but they keep insisting on using the smoothingroups, in blender I want the cutting tools and…
I don't really have time to go into this very deeply today, but will try to provide some more feedback over the weekend. For the moment, there is a new function in WW that I loaded today with an updated UI for the Nudge Tools in WW. Among them are snapping functions. Those should help with old-school methods of editing…
I'm assuming you want this for sound or music, if you're looking to mute players in a multiplayer setup its a bit more involved but here goes: -create a UI button that will toggle the audio when clicked. -create a C# script with a mute function that the ui button will reference for OnClick() (or whatever the native uGui…
some questions if you dont mind: do you have at least max9 or higher? - perhaps you have max8 and you tried functions that are not available for example from texTools ?. if you worked with TexTools on a modifier level try to delete that modifier and see if the garbage stilll remains. The way I wrote most of the texTool…
Thought these were cool: https://www.youtube.com/@AlphaBetaGamer/videos (what people put their time into making) swell for game designers+ https://www.youtube.com/@jamesbruton/videos (some idea of designings and the functionality that goes into making it work for "us") swell for vehicle artists