@throttlekitty I've found that under the hood OptimizeSceneSize has some very interesting code in it for checking and removing superfluous nodes. This gets some "hand waving" in the documentation, but the associated MEL script called by OptimizeSceneSize tells a different story. Check out "C:\Program…
and here is my piece of code. assign it to a hotkey and you're fine. with pageUp/pageDown you can toggle the level, when your mesh is in smooth preview mode. // toggle smooth mesh preview for selection // get selected mesh nodes string $sel[] = `ls -sl -dag -lf`; // set attributes for ($s in $sel) { int $v = `getAttr…
Here is an example of using the "Custom Code" node provided in ShaderFX to create a snow-layer effect. We measure the angle between the vertex normal and the world UP (or "snow direction" if you wish) and blend in the white color on top of the rock texture. We have a second custom code node that modifies the vertex…
Hey Guys, I am currently trying to get a few contextual hotkey scripts running after some inspiration from this forum (see perna 3ds max Hotkey topics). The System behind Maya and Mel in general is really difficult for me to wrap my head around though. Currently I have a hotkey script that will enable the normal point snap…
Hello, I have: 1 - Created model in Zbrush 2 - Textured model in Mari 3 - Exported Textures as flat 4 - Loaded in model in Houdini 16 Amarok 5 - Applied UDIM textures Question: How to use same texture map(s) / again but now instead color i want to use them as bump or displacement map. How to do it? In Houdi things looks…
Nostradamus: cheers! Chief benefit to me: it's visual. From an art background, I just understand things so much better when I see them laid out- some examples: you can clearly see the connections between things, and how the 'flow' of code works- especially when you view the graph at runtime any logic being called has a…
Thanks Kees! The area light is made using a spot light because its the only light that has a rotate-able light view prj. So I can create an area by offsetting its position left and right, up and down with a transposed light view prj. None of the other lights rotate the projection on the z axis. As I control the bias inside…
It's all artistic preference, especially as far as AO is concerned. Just note that Overlay is a few extra math instructions, nothing to be concerned about, but it's just not as efficient as multiply. Another thing to note: As far as I can tell you are previewing your "multiply" in a Blend_Overlay node, which applies an…
The problem is the way udk internally derives the blue channel from red-green-only normal maps, which is the case if you use uncompressed normal maps, or use the built-in deriveZ node. The problem is actually that the term under the root may evaluate to a negative number due to floating point inacurracy, which will yield…
Hey, I would like to share this node. the node can blend multiple grayscale inputs together. There are 2 versions of this. One is with one blending mode for all inputs and the other one is blending mode per input. The files are SBS so you can take a look or make changes. If you have any feedback on it let me know.…