Hello everyone! I've been very inspired by Dannie Carlone and his zbrush+designer workflow (him and others!) that totally shows the strength of baked geometry, and that brought me back to the first thing I ever wished I had in SD: a mesh node !…
Impressive result ! Mesh node as you in import your .obj mesh (and textures) to Designer and splatter it around (using their height) How did you manage to implement that controller dot here ? Is it a 2017 feature? Awesome! Thanks for all comments been busy with work I'll use it some more and add stuff soon :) Edit: Alright…
Hi Elwood does it say anything or just shut down? When you try to pop a Height sampler node?I've been using it on 2018 without the issue so farlet me know!
No idea what OP meant by mesh node, but only way to make it work in Designer - is by using pseudovolume textures and some sort of raymarcher algorithm. Luckily, I was able to make draft of it in under 1 day time: It takes texture rendered in Houdini via Volume Textures tool and makes some magic inside. I'll post link in my…
do you have to use a RGBA Split to get it out and is R the height? Yes you do! From what I can see, if you want to make a pile you cannot just use this height sampler node as you will face lots of interpenetration (+ You won't conrol depth very well) try using Pile Layering which masks most elements that are over other…
Hi everyone Here are the results for quick various height maps on a mesh : So this thing is functional and saves quite a lot of time as before this I'd have been choosing my rotations and baking separately. It's nice to visualize your height map like this, but I have to say I haven't used it yet as I prefer my <Disorder…