You can use multiplacative mode colouring in code. Take a base texture, and use the alpha channel to mask areas that you want recoloured - white=100% colour, black=0$. That way you can not only mark the areas you want to change, but have fade in/out.
"Pixel Normal WS node" <--- THIS That's the problem. More precisely, you're trying to change the Normal Map through this PixelNormal node, thereby causing an infinite loop. The normal map needs to have different logic.
So it's University Application season down under, and I thought I'd just ask for some advice before submitting my preferences. Reading through the material on this forum, the general consensus seems to be not to go to a University for an "Animation" or "Game Design" course, and instead hone and develop your skills through…
ROLE OVERVIEW We are seeking a Concept Artist to design and refine the visual identity of our main playable character, Jack Drummond, for the narrative-driven title Tragedy Bridge™. As this is a pre-seed/self-funded project, we are specifically looking for a Junior or Student artist who wants to take ownership of a "Hero"…
you could do this: string $suffix = match("[0-9]+", `match "[[0-9]+]" $node`); or could use tokenize instead if you dont want to mess around with regex. The top code basically matched the [###] and then matches again for just numbers.
The vast majority of the surface area in a 1m square of grass is near vertical and a pretty significant proportion of that is facing away from the viewer As such... if your light source (the sun) is on the other side of the patch of grass from you, any light going in has a relatively low chance of coming out in the…
Yeah this is an issue with old exporter. I think you can update the exporter even on old max versions. But just in case, here's a maxscript to add support vertex to handle vertex color/alpha by face, thanks to polytools3d on cgtalk. Has to be an editable mesh i think. ( fn BreakVerticesByColorAndAlpha node = ( mesh = copy…
I think the fisheye effect comes from a ridiculously high fov, somewhere around 180. I dont know really, theres probably some way you can distort a camera view in kismet, but I'd presume you might need coding to distort the player view/viewport.
Hey guys, first foray into substance designer here. Just trying to make some rocks. Have a look. The 2D view is viewing a blend node, some fairly chunked up rocks. It is being piped into a normal node right after. In the 3d view you can see some weird... circles. These circles arent visible in the blend node. When I switch…