http://www.scmagazineuk.com/WiFi-is-no-longer-a-viable-secure-connection/article/119294/ And to think about the days when people would have to wait days to capture "interesting packets" from WEP connections. GPGPU powuh! :D
Hey guys, can you help me connect textures in maya hypershade? I connected diffse to color, normal to bump with tangeant space, AO to ambient, Specular to specular color, but I don't know how to connect glossiness
I am having a issue when I am connecting splines together in a cross like flow. Basically Ill have the main road and then have splines that I want to connect but for some odd reason when i connect my control points its distorted and i cant figure out how im suppose to be connecting the points correctly. I cant show a…
oh and another thing. Check you hypershade node connections to make sure you dont have any transparency connections connected. Such as: from your texture node to your shader.
Okay yes it looks like he does use the dirt node, and I was able to connect the first AO node to it, but the second one won't connect even if I try connecting it backwards
Only minor thing is, that the connection of blade and handle is a tad sudden, it's not visible how it connects to the handle. Just a minor one but it feels like the blade just sits on the handle without physical connecting to it.
I know you can directly connect two attributes with the connection editor or mel script, but what I can't figure out is how to connect them with some condition/expression which is evaluated each time the attributes are changed i have one attribute that is in degrees rotation and i want to connect it to another attribute…
Take another look of what i am doing. It will always weld verts first that are connected in the model and closer to each ither. There is a reason i go down the seam one by one :) If you feel like thats too many points, move them close to each other closer than the actual connected geometry is and play with the weld value.…