CORE 4D Random Divider 1.0
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2
Expose Material input parameters to Attribute Manager
I mean it's doesn't really matter just wasn't sure where exactly to put it but I think it's fine. -
2
Expose Material input parameters to Attribute Manager
I asked for a RedShift category but the forums' backend isn't that stable for such changes... -
2
Expose Material input parameters to Attribute Manager
Wanted to post this in the "Nodes" section but there is no "Material" Tag there, so I thought I'd fit better here I'm trying to create a universal material that I can use for multiple metals with controllable parameters like the strength of the anisotropy effect, etc. This works really well so far, except I can't get the parameters to expose well in the Attribute Manager. This is how I can edit the material in the Node Editor: Everything there is working as expected. I can change the settings and the material changes accordingly. I would like to avoid going INTO tha material an clicking on the inputs though. This is what I get when I group ALL the nodes in the material, set it as "Start Node" and select the material: So, so close, and yet so far... it seems like the material lists ALL input attributes... for every single input attribute, again and again. Is this intended behaviour or what am I doing wrong? -
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How to hide voronoi seams when using subsurface texture?
Thanks, that makes sense though I naivly thought that without any displacement to the voronoi-ed object parts there would also not be any cracks visible. Or that i could somehow limit the area where the cracks appear. -
6
IK chain for hyperextended/overextended mechanical joint?
Here is a version where goal is kept and both sides can be transformed, rotation happens in direction where one would expect (use the goal null). Not sure if that is what you are after, and if so, you will need to elaborate a bit overextended mechanical joint_0003.c4d
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