Object space is not world space. Lawless is right on that. For example, if you're building a deposit shader you'll want world up, not object up. To do that you'll need to transform the normal data into world space by matrix multiplication. so something like thisfloat4 mapNormal = Tex2d( NormalMaptexture,…
I tried using the shader from http://www.blog.radiator.debacle.us/2013/09/hacking-blend-transition-masks-into.html, and something is certainly happening but not as intended. The grass texture (alpha channel) has a yellowish outline on it when it's painted. https://gyazo.com/e40157bfea9285b7f321cf2b213b1dd9 and here's what…
I did one in ZBrush just to test : Step 1 : - A triangle as in the video above to get an idea of where the cuts should go. - A PolySphere for the ball - A Duplicate of this PolySphere that I cut with Slice Curve along the triangle sides, and slightly modify to use as a boolean substraction (LiveBoolean) Step 2: - I ZRemesh…
Honestly, most of my personal use tool look like yours. But when packaging them for release I typically do a few things. 1. Make sure they work on a selection objects. 2. Make as few UI updates as possible. 3. Add undo context. 4. Try to get modeling tools to work on EPoly or EditablePoly. 5. Look for bugs. In your tool if…
hmmm i really didnt catch what is flame overlay.And here is my vmt"VertexlitGeneric"{ "$baseTexture" "models\player\items\medic/barrel_of_salvation" "$bumpmap" "models\effects\flat_normal" "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf" "$detailscale" "5" "$detailblendfactor" .01 "$detailblendmode" 6 "$yellow"…
What you want is to model one segment, then mirror 3 copies of it by using the Mirror tool (instead of the modifier). Then you can animate each one however you like. To solve the seams between them, select all of them and add an Edit Normals modifier, then select each pair of vertices along a seam, and Average their…
The only reason I suggested learning Max/Maya over blender is because there is a lot more, and a lot better tutorials focused on creating assests for game art, and there's also things like the Dota viewport shader http://www.polycount.com/forum/showthread.php?t=110022 and tex tools http://www.renderhjs.net/textools/ and…
@Cdrose - you can indeed use another vector, but you won't quite get the same results without some tweaking. The light vector actually differs between light types (you just don't see it because the real shader work is compiled away from your eyes). If you get an old version of UDK (before they precompiled the main shader…
Thanks for all the kind words! OOtrick: not anything this complex in any tutorials no, but its pretty standard shaderstuff, play around with masking shaders and vertexpainting etc and you can probably come up with your own solutions that fit your needs better : ) pachermann: its literally only Modo occlusion nodes for this…
Does that mean that the curvature OSL only works in Arnold? What should Corona implement exactly to make it work? Thanks, but I use that already. Vray and Corona can use 'inverted' AO, but the results are not always that great: http://www.neilblevins.com/cg_education/vertex_map_wear/vertex_map_wear.htm…