I'll definitely be adding to this list, but here's a few. UVs - solid face color fill for non-selected faces (so you can constantly see the filled UV islands while packing). - Integration of some of TexTools tools, like the automatic UV shift overlay (you can do this manually at the moment, but this is 1 button press), as…
There's so much grime going on in the texture that with this harsh light it's hard to see the shapes properly. A different render with an added soft ambient light and more neutral texture or none would be ideal. In any case I made a stinky overpaint to explain some points. I hope it helps! My advice is to practice neutral…
Hello, Everyone. I am fairly new to Unreal and haven't ever really used the Material Function node, but recently came across this post on building a custom fabric shader. So I thought it was worth looking into given its results, however I am stuck on page 17. I have all the nodes except for the one labeled "LigthtVector"…
Rendered straight from WM. Testing a new snow node. The snow node that's included with world machine is a bit slow and I can't grab the deposition of the snow to use as a mask for coloring or whatever. Basically I take the flow heightfield from an erosion node, expand it, blur it, crank up the contrast, and then a slope…
Thanks for your reply! I really appreciate it. Yes I'm aware that the vert order may change. I've prepared for that :) Just needed to know if there's a way to basically point to a node and store it to a variable such that later on I could place it again on the object. I'm sure Maya isn't built for this but there could be…
Hi guys, I'm trying to blend in some objects in a terrain mesh, and i'm using the worldspace normal of said mesh as a texture, which I'm mapping in worldspace as well. Looking from the +Z and + X angles everything seems ok-ish, but on the negative side it all becomes black. Whereas I plug in the world space normal node…
Hi, Klunk. Thank you for the code. So, it appears to be working right now. I also edited the code to create a new script to write out the contents of the vertices connected to the bone. However, it's only printing it out the short version of an array - with three periods separating the first element from the last. Is…
Thanks alot for all the tips. I definitely think that some of the items were grouped, and I've had a ton of issues with "junk" data in the outliner from shape nodes in the past. All these are good ways to fix the problem. Something that also seems to reset the associations are combining different items together. But that…
yea, i realise that its allot easier said than done. For the ice, you could try and introduce a subtle red hue around the cans. That might be a simple solution to help add some depth. For the rotation have you played around with Transform 2D and the Skew node? Have you looked at the histogram range node as well? And if…
My goal is a basic depth of field shader. I already have the blur portion working so this is what I'm stuck on now. As I understand it, DestDepth is the distance of the pixel being drawn under the crosshair, so I figured plugging that into a Distance node with a Camera World Pos would update that distance as the crosshair…