Damn it, and I just wrote something out lol. Here it is anyway I guess proc exportToCryEngine() { string $prompt = `promptDialog -title "Cryengine Export" -message "Label your node:" -button "OK" -button "Cancel" -defaultButton "OK" -cancelButton "Cancel" -dismissString "Cancel"`; if ($prompt == "OK") { string $name =…
I think Houdini is good for modeling that doesn't require a very controlled topology. For that type of modeling, what hurts Houdini rather than help it is that every action creates a node. Just redirecting an edge or cleaning up topology ends up being a huge node tree..and while that technically isn't an issue, it feels…
So I found a improved solution. Still some manual tweaking but acceptable. This way the default time node is warped. So all your animations will be warped. What you do is create a new time node and use the "unwarpedTime" attribute from the"time1" node and connect that to the "outTime" attribute of the "time2" node. Then…
Haha, I just saw Allegorithmic has tweeted this material. - Great work! how did you make the jelly beans not to get into each other? - Thanks Vinícius! Ive basically layered them up. Each layer is a tile sampler node and I tried to tile them in a way where none of the beans touch. I then blended each of the layers on top…
Not sure how much this applies to other engines, but when working in unreal i will adjust the brightness of my textures with a multiply node. Iv always thought that the biggest contributer to making textures sit together is just the brightness of them, as well as the saturation, Also looking at your level in unlit mode…
You probably need to write your own shader for this. If you're comfortable writing code, there are plenty of resources about the Unity shader syntax. However if you're like me and you prefer node-based visual editors, then take a look at Shader Forge. It's not free, but it's well worth the cost. I've been doing a ton of…
Kodde, I tried it out and worked awesome. I got a few gradient mismatches but I think that might be to fucked up vertex normals though will confirm today. I havent taken a look at the code, but it didnt seem to prompt what texture size I wanted. Maybe something to implement later? Something I've been toying around with…
I've been using speedtree for a little while now and I thought I had a hang of it. I made some trees and exported them yada yada and I reopened the file today and the previously 2k~ tri trees I made are now at a whopping 13k tris. Upon closer inspection I see that there are smaller versions of the trees within my trees. I…
I've been toying around with the idea of paint on a grayscale bump map in the viewport and converting it into a normal map through Blender's nodes and mixed into an existing normal map, to be able to paint high-frequency detail on a model without actually sculpting or adding geometry, just like in Modo and Sculptris.…
I've recently learned that edge detect node doesn't transfer over from designer to painter yet when exporting a material. I have two questions. The first is, does anyone know how i can export the material or a baked version of the outputs without using the actual substance in painter so that I can get roughly the same…