Hello @BrunoWerneck Right click on your texture node->convert to texture object. You can also place a "texture object parameter" node if you want to change it in a material instance, and assign the texture to it after placing the node.
For fine control in X and Y, try using an Append Node, append two constant 1 nodes together then multiply. I know this works when controlling UV scale for Texture Coord Nodes, but haven't tried it for panners.
Yeah you are right, made this on a late night dont think about that :D i will add a simple transorm node. No this are Cracks but they are distorted with different nodes. I posted on Artstation a screenshot of the nodes: https://www.artstation.com/artwork/4qJmW
place a node that is called "vertex color". Take the alpha channel of it and multiply it by the wind node. The same thing as what you did, but instead of hooking up that texture alpha, hook up the alpha channel of the vertex color node.
sometimes its also just part of the outsourced work that nobody ever sees. and to be fair its realy hard to sell a million nose shape outside a character creator system.
You can use a curve node on the result of the distance node to change the profile of the bevel. The new flood fill nodes might give you a bit more control than distance as you can get scale dependent gradients.
I made a simple test material of how i thought ill go around creating the shoreline, but it gives bad results, the depth biased alpha node takes in account pixels that are behind the pixels currently rendered (or smt like that?) which means it changes with the view. test material: results: and Note how the red (foam) is…
Make one, or apply one? If apply, under Create Maya Nodes, open the Evn Nodes, pick the kind you want, throw in your reflection map file into it, then link the env node with the reflection color value on your main shader.
UPDATE: We are moving our assets to Unreal Engine 4, so note that we are no longer requiring you to have Unreal Script Knowledge, everything is coded with C++ so if you have experience with C++ writing codes then please don't hesitate to contact us...
What renderer are you using? How is your material setup? You can have your Texture-Node and then two Image-Nodes. The second node is set to "copy alpha to rgb". This can be used in a phong or similar shader to set the transparency.