hello Alexander, I really loved your these draw works. I loved cathedrals too.I started 3ds Max new. And I really really want to meet you, if you wanna to do. By the way, my name is Duacan, from Turkey. also Im working for learning and speaking German. Cause Deutschland is the my first country for living. Whatever, take care yourself, Tschüss. insta: 06optimusprime06
nice blog but here is the thing, what is wrong with overlaping uv's and mirroring them, what are the cons of overlapping them and why is this method better in the case of uv? thanks
Thank you @Fcardoso The volumetric light is available in the latest 2018.3 beta. In the visual environment setting, there is a new option to select Volumetric light fog. The screen I shared is from 2018.2 during that time I was using a script to enable it :)
TimefireVR has uploaded a tutorial on creating different paint splatters in Substance Designer with the final graph being quick, simple, and versatile. The guide outlines 3 different paint shapes: splatters, blotches, and smears. The shapes were built with various noise and grunge textures from Substance Designer. The most amazing thing is that you can upgrade this graph for your specific purpose.
If you want more tiny splatters or larger blotches you can add those into the graph easily. Colors were also created directly from Designer utilizing gradient maps. The output is a watercolor or marbled effect that’s entirely adjustable. The benefit of using a gradient map is that you can sample color based off any image for quick and interesting variations.
In addition, we show you which parameters to expose for the greatest flexibility such as: hue, saturation, lightness, and the intensity of different splatters. The end result is an “.sbsar” to use in Substance Painter on any mesh. In this example, we apply the material to various props and furniture. Masks can even be utilized in order to only get paint splatters where you want them.