Make your own material and use the texture coordinate node. It'll give you the UVs per-pixel and you can use clamp nodes or if nodes to turn these values into colours.
@TTools You can use the same place2d nodes how you describe. Sometimes it's easier to drive multiple nodes with some other node to act like a master controller though.
It's probably due to the "Output size" setup used in the graph nodes. Be sure to specify an "Absolute" size to your bitmap nodes, and a "Relative to parent" size to the node just after each one.
Max is continually kicking my ass with shit like this. Minding my own business, doing whatever (skyrim outfits) and for whatever reason it decided to stop with the semi-transparency when i alt-X been persisting for a couple days now, so restarting doesn't fix it. Any ideas where should i look to fix this?
@pixelpatron @sacboi - Thank you for encouragement, much appreciated :D Continued to work on the materials. (Made the wood lath in Zbrush and then exported the heightmap to SD and finish the rest of it there.) I've been learning Unreal material nodes for the past month. So far, I've implemented vertex painting, ability to…
Hi! I have a funny error... For job they asked to me to work on Maya 8.5 =___=... I'm basicaly on Maya 2008 then some script don't work anymore... Anyway... when I try to open my script editor, the pannel is completly grey, nothing appear, no menu, nothing. And I have this error in the bottom right log : // Error: file:…
I've just finished another example of a material I've made using the custom Stylized Nodes I've been working on in Designer. This one uses a wood surfacer node as well as an Edge Notching and Edge bashing node.
Thanks for the response. After much fiddling, I found out the error. It was because I had nodes that was not deleted as history. For instance, the node at hand is "PolyAverage", so when I move a vert, the node is still calculating.
Found what the problem was -.- Had to basically do it all again and render each step to see what i did wrong. On the displacement node, i deleted the extra node to connect it to the other node. I was wrong...
I'm interested into seeing your files. Usually our cooking for substance discard unused nodes (and therefore any inputs that is not connected to an output node). It could be that your initial setup result in that configuration and the blend node avoid that.