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Dirt Map
Dirt Node in Node editor
User Posts:
Hi, When will we see a dirt node in the node editor? Like in the centileo material
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Administrator Posts:
CentiLeo Chat:
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User Posts:
Hi Kirgman
Thanks for the welcome. Okay cool. Can you help with colour space issue with normal mayerial and node material. Same project, colour swatches in different colour spaces. You will see the hex is the same #E68B2A |
User Posts:
Sorry, looks like image sends as text
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Administrator Posts:
The color space is srgb. The difference you have seen is that Maxon did different solutions before and now for color selection.
CentiLeo Chat:
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User Posts:
Okay, will stay in nodes. prefer it.
If i need to send an image for reference in future, how do i do it here on the forum. The image button opens a dialog box for "image source", I tried pointing to the image on my drive and did not work. |
User Posts:
Also, will you be adding the shader visibility in the viewport, right now node materials just show up default white
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Administrator Posts:
CentiLeo Chat:
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Administrator Posts:
And you may look at the settings description here
CentiLeo Chat:
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User Posts:
Would be great to see turbulence option in the gradient like default c4d gradient
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Administrator Posts:
1) You may connect the Pattern node to the Gradient.InputMap. In the Pattern node you select the Linear U or V pattern. 2) Then you connect the UVWTransform or UVWProjection to the Pattern.InputUVW. 3) And then you may connect Noise (Turbulence) to UVWTransform.Offset. And there are also many other connectable ports in the UVW nodes that can be applied to the Pattern or something else. Also pay attention to the horizontal lines on the nodes, they can be used to optimize the representation of the node in the editor. Also it's possible to create own custom nodes using the groups which have input and output ports that you determine with some custom functionality inside.
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