This won't answer your question in blueprint specifics, but the problem is more of a general one anyway. You want an actor to go to one of a number of points when something else triggers a calling event. There's two ways to approach this I can think of. 1: you have an elevator with a vector array that holds the locations…
Looks like a good build. I would recommend an external USB 3.0 wifi adapter, though. You'll typically get interference from the case with an internal wifi adapter. Plus, you can move an external one around, and the antenna wouldn't be obstructed. Something like one of these that have large antennas instead of tiny internal…
I faced this. It is a devil of a problem. I had to move each polygon and then smooth the problems... Later I came to know of these.. If you have an earlier save 1. Try having a morph target before you change the geo and then use morph brush to clean it up. or 2. You could * take the new Geo as another subtool * Divide it…
Hey guys! This will be a bit of a long post, and I thank you for anyone taking the time to read this..! Background on career shift: ・Back in 2018, I couldn't find any fulfillment with my current role as a DevOps at a financial institution, so I took a leap in my career to leave my job, and pursue the things I've been…
Does anyone found anything truly new and useful there ? I see Splatter v2 allows dense details with tiny scale but still does same aliased depth combine and bad alpha for something like tiny twigs or grass blades. I am still using old fx-map nodes instead . More controllable and easier to modify. Anything other new and…
Hi, I’m currently working on a ~10-minute 3D short film and I’m looking for an experienced rigger to collaborate on a main character. Project context * Personal short film (solo project) * Creature: quadruped with stylized semi-realistic anatomy * Software: Autodesk Maya (Arnold pipeline) * Goal: clean, animation-ready rig…
I think that Sobel math style "rate of change in normal direction across <n> pixels" is what causes seams issues working in UV space . in Blender you could just do dot product with world space normal map ( Considering the world space normal map is baked as direct output (emit) with -1-to-1 scale ) It gives same edge for…
I am trying to make a Fresnel shader, the problem is that if I move the object from the [0,0,0] position , it looks broken. I am using 3d Max 2008.string ParamID = "0x003"; // this string tells 3ds Max to use the DXSAS compilerfloat4x4 wvp : WorldViewProjection < string UIWidget = "None"; >;float4x4 ViewInverse :…
I've been looking at this site for IoR value for some time. But everytime I get on this site it confuses me. Some element seems right some doesn't. Eg, plastics(under shelf 3D, book plastics). it says reflractive index n=1.48. I assume 1.48 is the IoR. I put it into some render engine like vray/mental ray. It seems giving…