Your comments
I could possibly make some mode that matches the directional light(s) in your scene
11 years ago
Can you not use the transform node to transform it to the correct space? That one should handle rotation properly
Nice, looks like a fast algorithm!
I wonder though - how does it handle saturation? Since saturation is doing a one-minus operator, it presumes that you aren't in any HDR range in this case. Does the algorithm handle it some way?
http://en.wikipedia.org/wiki/File:HSV-RGB-comparis...
I wonder though - how does it handle saturation? Since saturation is doing a one-minus operator, it presumes that you aren't in any HDR range in this case. Does the algorithm handle it some way?
http://en.wikipedia.org/wiki/File:HSV-RGB-comparis...
So if your component mask is set to a BRG masking with a Vector3 input, and you connect a value, " it should upcast it to a float3 and give me my float 3 times" ?
So essentially, if you set it to BRG, it should output RRR (Without you knowing it?).
Isn't it better if you see that it actually will output RRR?
The component mask node has to be able to adapt based on its input.
The real problem though is that the node is updated when it has a pending incoming connection, it should stay idle until you've got a valid incoming input
So essentially, if you set it to BRG, it should output RRR (Without you knowing it?).
Isn't it better if you see that it actually will output RRR?
The component mask node has to be able to adapt based on its input.
The real problem though is that the node is updated when it has a pending incoming connection, it should stay idle until you've got a valid incoming input
I'm not sure which behaviour you would expect. You're disconnecting inputs, that affect the component mask input, which affects its buttons. The append node is currently set to output a value with a component count of 1 when it has invalid inputs, in which case it makes sense that the component mask adapts to the new component count, where only the R channel is available.
If anything, I suppose the append node could not change component count until both required inputs are connected.
What are your thoughts?
If anything, I suppose the append node could not change component count until both required inputs are connected.
What are your thoughts?
I'll look into GPU node rendering at some point. Perhaps soon, since one of the biggest updates yet just released, I can spend time in a new big feature.
I think this is one of the more worthwhile ones at the moment.
I think this is one of the more worthwhile ones at the moment.
Could you show me an isolated repro case?
Right, it opens just fine in 0.33 :)
This one may work for you: http://pastebin.com/wK9ADTJD
If not, or if you run into it again, you'll have to update to 0.33
This one may work for you: http://pastebin.com/wK9ADTJD
If not, or if you run into it again, you'll have to update to 0.33
Upload the shader here: http://pastebin.com/
Oh, *Unity* closes, not SF?
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