i've never done it before so there might be an easier path. The RGB multiply is a correct solution. Strangely, the vertex color node doesn't seem to understand the map channel 0 tho it is THE vertex color channel. So i guess, in the vertexpaint modifier, you have to check "Map Channel". The channel 1 should be your bitmap…
I'd start with a simple tutorial.. like.. Tor Fricks Modular Scene in UDK (Eat3d).. or anything like it. So you get a basic understanding of node based material editors and then just play around with it, see what you can achieve. Once you know what all the nodes do and think it through it will be easy. I haven't had a look…
Thanks guys! Although I had found a recommendation for using constant nodes, the Constant and Constant2Vector nodes didnt work. Having tried the Constant3Vector looks like it is working fine. So here is my progress and any criticisms are welcome. Some things I still need to do include tidying up the seams in ZBrush…
I did most of what you suggested: .- given a 20% variation in size -. used speedtree color variation node .- used a Constant3 to multiply the base texture to get a more "plausible" base color -. tilted cards to hide the terrain better Speedtree color variation node is VERY sensitive, I have to move by 0,01 steps and at…
Your work is amazing. Im working on a university project right now and have the same problem with the separated meshes. I use the Object Merge Node to input my meshes from other Geometry Nodes. I need to enable the Pack Geometry feature to achieve separated Meshes in Unity, but with this feature i lost my collision group…
Substance mesh render node Lets you use Highpoly mesh data in your substance graph. Package contains: - substance designer node for color and grayscale versions - set of meshes for baking various atlas compositions - houdini asset to make atlases (tested only inside Houdini, running under Houdini Engine in other…
I think your best bet is lniking the chain links into a heirarchy (you can use 1 bone for each link and just parent the bone to the links), apply a spline IK to it with a few control nodes. Hide that on a layer. Make your animations. then unhide the chain and key it to match your animations. You could experiemnt with…
Thanks for the feedback! I’ve been pondering on this. Now I don’t want to go full-on anime and would rather stick to something more naturalistic, but I think you are right. I talked about it with friends and we compared the render with the model in the viewport, one of them noted that the iris might be too big while not…
Looks like you didn't set up the material properly - use a Standard 3dsmax material, plug a Normal map node in your Bump slot, increase the value to 100%, then plug your baked map in your Normal Map node. Then remember to enable Show materials with textures and with hardware shading (or realistic, not sure how it's called…
There is an illegal self reference involving the hand_r node in the _rArmRight_exposeTm expose transform helper. In order to fix this the _rArmRight_exposeTm expose node will be set empty. So i get this when i rotate the pinky finger, da fuq how can making a change on a child of the hand affect the tranform info of the…