由用户创建的信息 Pavel Kotov
12 October 2015 10:47
09 October 2015 18:15
Hello!
Browsers don't support tga format :) So try PNG instead! And if it won't help, attach a file for us to dig into it
Browsers don't support tga format :) So try PNG instead! And if it won't help, attach a file for us to dig into it
09 October 2015 17:01
09 October 2015 15:41
09 October 2015 10:56
Hi robstawithlove! :)
Did I understand you correctly - you have some dynamic waves set up (with B4W) and you want to bake it to the texture? Or like vertex animation? Anyway, if I got it right, then nope, because waves are generated in the engine, not in Blender
Did I understand you correctly - you have some dynamic waves set up (with B4W) and you want to bake it to the texture? Or like vertex animation? Anyway, if I got it right, then nope, because waves are generated in the engine, not in Blender
and everything looks like it is underwateNow I'm curious Can you show the screenshot please? Or the file - it will be even better :)
08 October 2015 18:10
Hey, I'm working on the proper tutorial (With English subtitles, etc.), but I have this video. It is in Russian and was recorded when we had an old interface, so feel free to ask here or in the comments under the video :) I'm kinda showing all the process, so I hope something will be understandable without words
The main thing starts from 1:30
Some overall things:
- It's better for inputs/outputs to be the same color - like yellow-yellow, for example. Yellow is RGB, and you can break it to three BW channels - R,G and B. Blue are vectors - normal, UV, etc. It's kinda fun to play with their separated RGB channels :)
-Node Output is the "main" node. It's the final destination to all the info. The result will be rendered from the active output node.
-Node Material as a node is just a container for shading. So, if you'll just connect Texture node to Output, material will be shadeless. So you need to "process" all the color through Material node for it to be shaded.
-Every material in node tree can be set up like a normal material, but for B4W it's better to use 1 material at time (except from the normalmaps hack) - it's for performance
-The basic chain is: Geometry(UV out) ->Texture(RGB out)->Material(RGB out)->Output
-Normal maps from texture that are connected to the Material node won't work correctly in Blender viewport. We're discussing with Blender team this thing and it's kinda annoying We have a workaround - Replace special node, it is in my video, too.
Well, yeah, I think that's it. We got also another tutorial about nodes - it's not that detailed, but shows the process and has English subtitles
Hope it helps :)
The main thing starts from 1:30
Some overall things:
- It's better for inputs/outputs to be the same color - like yellow-yellow, for example. Yellow is RGB, and you can break it to three BW channels - R,G and B. Blue are vectors - normal, UV, etc. It's kinda fun to play with their separated RGB channels :)
-Node Output is the "main" node. It's the final destination to all the info. The result will be rendered from the active output node.
-Node Material as a node is just a container for shading. So, if you'll just connect Texture node to Output, material will be shadeless. So you need to "process" all the color through Material node for it to be shaded.
-Every material in node tree can be set up like a normal material, but for B4W it's better to use 1 material at time (except from the normalmaps hack) - it's for performance
-The basic chain is: Geometry(UV out) ->Texture(RGB out)->Material(RGB out)->Output
-Normal maps from texture that are connected to the Material node won't work correctly in Blender viewport. We're discussing with Blender team this thing and it's kinda annoying We have a workaround - Replace special node, it is in my video, too.
Well, yeah, I think that's it. We got also another tutorial about nodes - it's not that detailed, but shows the process and has English subtitles
Hope it helps :)
06 October 2015 16:22
28 September 2015 18:40