Yeah that's exactly it. The normal map is a direction, because each channel holds a component. Generally R is X, G is Y, and B is Z. If you happen to have a copy of UDK around, open up a texture. There are sliders for RGB Min and Max. You'll notice if you open a normal map the RGB mins are all set to -1. When you combine…
This is one of the very few features I like in Hammer. I had started building a function for this some time ago... but I only got as far as the texture lift/drop ... but the texture coordinates required a lot more math than I personally like. It turns out that I ran across a plugin recently that has this functionality (and…
I'm glad you got things sorted out :) In the future, I highly suggest you don't change/modify Pawn.uc (or any other default scripts/uc files that come with udk). It's the base class of all pawns (Pawn>GamePawn>UDKPawn>UTPawn). Changing pawn.uc will affect every other pawn (unless the extended pawn overwrites the inherited…
The snow shader is actually nothing fancy at all at the moment :p I used the fuzzy shading node to add a bit of fuzziness, the sparkling effect that I found in the UE3 docs and the material changes tiling based on its distance from the camera, and that's pretty much it haha. I basically have 3 snow material functions (only…
* Randomizer HD & All My Other Scripts Has Been Combined With ToolSeq UD. * Functions Now Supports All Actions * Indirect Now Supports All Actions * Materialize Mode * Clamp Or Return Feature To Prevent Exceeding Values For Parabol & Analog Functions. * Pre-Configured Sets Feature * Vertex Paint Feature * Bevel Feature *…
https://gumroad.com/zero3d EZ Tubes EZ tubes is a fast non destructive way of creating tubes pipes and wires with its S curve function it preserves the data that creates your tube, allowing you to make frozen edits yet still return to the base tube if you so wish via the thaw function. While utilizing a single Operation…
Good evening. I am trying to blend a Normal Map Trim texture that is on a different UV channel (Channel 2) using DeriveTangentBasis. My main tiling normal map is on Channel 0 and Light maps are using channel 1. I was following the info here using the new Derive Tangent Basis Node for my Trim normal map on Channel 2.…
first - i'm not on max anymore so not a potential customer. but if i still were - what would the advantage be over the (pretty nice) quad menu that ships with max? just checked your video and from what it shows you will need a graphical (drag&drop) interface for users to create those pies that comes with a quick-test…
I don't see why you need to world align the texture at all. Let it be UV dependent and just multiply it by a scale factor. World aligned would only help if you plan on having several meshes next to each other and want to prevent discontinuity between them. Very situational. A cheaper alternative is to use World Position…
So i looked around and couldn't find any answer to this. Following the "how to make terrains for games" thread, I created a terrain, went through world machine and now am trying to paint on it in Mudbox. I took my original Plane, subdivided it to the proper level (also tried it without subd'ing the plane) and then ran the…