EasyNode - software for saving your time. This tool will allow you to work much faster - in just ONE CLICK you can add a node to your graph - simply hit and hold SHIFT, move mouse over required node and release SHIFT, Or click LMB for Alternative node.-------- More info - https://www.artstation.com/artwork/ywDB3 --------…
For Unity you have Commander-Keen(?) who made a node based setup plugin iirc. As for a 'unique' stand-alone node shader creator, nope, there isn't one, and I'm honestly surprised.
Thanks for all the shares Maximum-Dev. Another tip: use Saturate over Clamp nodes if you are after 0-1. It's cheaper, if not practically free (and the node is smaller, if you are OCD on organization).
You need to use a binary black / white input. Run a levels on it and increase the contrast. The flood fill node then needs to be plugged into one of the flood fill effects nodes (greyscale, colour etc.)
Select all of the nodes that are your rock. Right click and find create graph from selection. In your explorer new graph will appear drag n drop it to your node graph area.
This is what the poly Edit node does. I actually like that Houdini auto creates nodes for me while I'm modeling in the viewport. It's much more interactive than Maya's history that's for sure.
Not sure if you can make a heart shape with less nodes than that. Here are some of my experiments: For the eye shape, you can go for a Ridged Bell within the Shape node like this:
You can make it working all the time but only in game. Go to the level blueprint, and put "execute console command" node on event begin play, and type in your console command into that node.
You could try to scale down the normal node locally beforehand, run through the curvature, plug into a levels node and scale that up again. Might perhaps work better then the blur workaround.
Hi, What is the point of the BlurSamplesOffset node in your graph? I'm pretty sure it does nothing. It implies it will do a blur but that node does not do any blurring. Also, any further updates?