I want to determine whether a point is within a non convex ngon (2d obvs) using the project a ray from outside and count the intersections method. I'm lazy and don't want to put the 500(possible exaggeration) nodes required to do the sums into a graph by hand so I'm hoping there's a built in method I haven't found yet (I…
Trying to figure out how do do a (alpha clip fade? depth alpha blend, depth buffer/bias?) effect for objects intersecting other objects. For example water plane or fog planes touching objects. Want a nice fade and not a clip. Anybody know how to do this specifically with maya 2016 shader fx stingray nodes. It appears…
Hey we are trying to make harvestable herb plants in UE4 using blueprints. Our plants have two mesh variants. One is the plant before it's harvested and the other is the plant after it is harvested. Basically, we want the player to walk up to the plant, press a button, and the plants mesh switches. Can someone give us…
What is new in version 1.14 Added: - Step Build Geometry Step Build Geometry recreates the Step Build tool in PolyDraw panel introduced in 3ds Max 2010. Unlike the Step Build tool in PolyDraw panel, the Step Build Geometry works with miauu's Work Plane. With Step Build Geometry you can build and edit a surface vertex by…
If you're using the group system in max; A group is basically just an invisible node that the objects are parented to, so get all the unique groups that're selected and perform one export for each which contains all their child objects. Something like this: origSel = selection as array allGroups = for obj in origSel…
Well if you end up choosing UDK, you might as well use Unreal Engine 4, which is simply called UE4 and has a lot more visual power over UDK/UE3. Making the jump from UDK to UE4 shouldn't be too difficult since they have a lot of similarities in systems. As others have said, visually out of the box UE4 has a lot of nice…