CORE 4D - Brick Wall
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Expose Material input parameters to Attribute Manager
You can try pushing the ports into groups which will then give them separate tabs. I think it's been somewhat broken/confusing for a while. Things just don't quite work right. For instance you can create groups and rename them but the names don't stick outside of the resource editor. Edit: I never found a way to have the Inputs automatically appear in the Attributes Editor for the Material. It would be so much nicer to expose those at the material attribute level than having to go into the material and then click on the node group to expose the tweakable inputs. Maybe it does work that way and I am just clicking wrong or exposing it improperly. You have to do some strange work arounds like edit the port (right click on it, Edit Port) then give it a new Group Identifier) Then go back into the Resource Editor and make a groups with the same group identifier names. the drag the ports into those named groups. You can also expose the parameters outside of the shader with a User Data tag but it's a bit more work to set up and can't be saved to the asset library as the material and the user data tag are separate. -
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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. -
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Expose Material input parameters to Attribute Manager
I asked for a RedShift category but the forums' backend isn't that stable for such changes... -
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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.
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