get the demo and try it? I evaluated it about 3 years ago iirc. We've not renewed the couple of licenses we bought but that's not cos it's bad, we just weren't using it enough. Its' got some pretty cool features and I really like their smart-material but in designer style tooling. The app as a whole was let down by woeful…
Pulling your hair out trying to fix generic AI images? I recently helped a client replace AI art with human-led concept strategies ( moodboards, OKRs, design thinking), and got their game pitch approved by the board of directors on the first try. - See the full project…
I don't think there's a way to query current dr tools. We could store a global int and use that to switch tools. The first time you run it, it will always start at 0 tho instead of toggling based on current mode. global int $dr_count;switch($dr_count) {case 0: print "Mode: EdgeLoop"; dR_selConstraintEdgeLoop; break;case 1:…
In all honesty True space was a disaster in regards of user experience. And real time viewport was more like directX material in MAx with unusable node editor. ShaderFX had been born around same time and so much simpler to use before Autodesk bought it and turned into non stop puzzle same as their creation graph . I am…
Yo, Pxel (and pretty much anyone else wanting an invite). It's basically an open beta; near anyone who "applies" gets an invite (I suggest trying to send an application in before asking someone for an invite code). I think it's just so the owners CAN turn off applications in the event of a sudden influx. Y'know, just so…
It was a long time ag- Nuts, wrong script. *ahem* The other night, I had a small interview session with Missing-String - the mod we all know and love. In a none gay way. Honest. :whistle: Here's the transcript of the interview, which releases vital information about the plot, the main character and a few other things we're…
It might be worth looking into the differences between legacy and pbr shader math. By legacy I, of course, mean lambert/blinn models. I make shaders quite often, for effects and simple things. The approach I use for building up any material is from a simple set of nodes - the core shading, then expand from there. At that…