Oxy: Ignore the Bip_ prefixed bone nodes. they aren't used by the models in game, just the b_ skeleton set is the bind skel. I believe the BIP_ nodes are a control structure for the b_ bind skeleton.
This can be fixed by not using the pixel depth node :P You can recreate the functionality of that node using the following math: distance(world position, camera position); This works with hull/domain shader too.
Is the Node based editor in 2011 too? I like Node based editors but in this case it doesn´t really fit.It´s too slow. I switched back to old style in 2012 for that reason.
It would be done when the lighting is baked in the engine. You could set up nodes in the editor that have a radius of influence and each pixel could decide on an averaged view direction based on those nodes.
I can't seem to find the blend node instance in SD5? Any idea if they renamed it or am I just blind. I'm not talking about the greyscale blend node but the one that was in SD4 :) Thanx in advance
Hey all, I'm to blend two textures in Maya LT, for example, a brick texture and a dirt map texture. In full Maya I would use a Layered Texture node in hypershade but that node isn't present in Maya LT 2016. Any help?
You don't need the local aligned texture nodes either - just plug the textures into the material node. Then scale the mesh UVs in your 3d app. Doesn't matter if they extend outside the 0-1 area
If it doesn't need to be real time, mental ray has a node that can make use of vertex color data. For the 2 UV sets I think you can use uv linking to the texture2d node.
I'd suggest you get a node-based shader editor like Shader Forge or Amplify Shader Editor. You'll need a shader that performs really well, so only add the nodes you need.
Filter forge has a cool Loop node that allows to make a "Slope blur" doing it not only 32 layers/samples/iterations max but whatever you want with just one node , not a stairs you have to make manually? Do somebody know a way to recreate this ?