I recommend storing it in a custom attribute. Notes may be used for other things, so you generally don't have to worry about anybody touching your attribute. If you're writing the attributes in Python (I highly recommend doing this), then you can use a format such as json to store your data in the attributes. Example: # Do…
Hi All, I am in the process of compiling my first modeled/sculpted/rigged charater model from 3ds Max to Source. This model is to be used as a custom "skin" to replace an existing model in a Valve Source game (L4D2) and there are a couple of little points I am confused about and would like to confirm. Node Assignment: In…
Does anyone knows a simple way of doing repating chains of nodes with a parameter how many times I want to repeat. I am trying to do a slope blur with more than 32 shifting and each shift takiing each own vector/direction and it's a hell of a tedious job. In "Filter forge" for example there is a "loop" node you can connect…
I dont find in the GetCoreInterface() documentation which function would retrieve the node number I have selected, I am going to try select a node from Select from scene (or manually selecting the object) and then getting the node to pass to GetCOREInterface()->GetSelNode(); with the node pointer then retrieve the bones…
I wanted to ask if u have two color correction nodes in the material editor in 3dsmax and u wanted to create a connection where u can set up a certain brightness value of Color correction node (CC)A, to correspond with the brightness of (CC)B at a particular value, then set another value of (CC)A to correspond with (CC)B…
Instead of writing a new OSL node, you can also use the UVW channel OSL node with channel 0 to fetch the vertex colors, and then split that with a Components node into the R/G/B. Viewport preview is messed up for the OSL node's channel 0 for some reason though IIRC, but if you use channel 2 for the vertex colors then they…
Blender geometry nodes are super cool and easy to use. Finally a node modeller and scatter system I like , more or less. Still I have problems. To export instances into a game I have to make containers for them and then do lots of manual job replacing each kind of them just to export them with fbx properly. Same for…