The magnets don't exactly behave like magnets. I mean... you don't have to turn a steel plate on or off to get a magnet attracted to it....
NiallTracey
Recent community posts
Just came to the site to see if there was an update and wasn't disappointed!
I'm going to be using TextureLab to demonstrate note-based dataflow and introduce texture mapping to my first year CS students in a couple of weeks' time, so the release timing couldn't be better.
Unfortunately there's a teeny-weeny little bug: the cube model in the preview window doesn't appear to have height maps applied.
Not a show-stopper for me, as I can have my students use the plane instead, but hopefully something that isn't too hard to fix.
"Maintain control to move links from one output from one node to another "
I think he means this
Right now, you can only drag from inputs to outputs and vice-versa. But what about dragging from one output to another, and moving all links simultaneously?
Imagine, for example, making a detailed set of floor or wall tiles using the brick generator. The brick generator feeds into the height map, a colorize node for the brick colour, an invert node so you can extract the mortar for colorizing it, a mask or two to allow the adding of noise to height and colour etc etc.
Now you want to make tiles made of identical material, but in a different shape, so you drag in a hexagon node. In order to swap out the hexagon for the brick pattern, you now have to drag half-a-dozen or so connections into their new place.
If you could just drag from output to output and have all connections move, that would be much quicker and less prone to errors.
Hi -- great little package (I found out about it via GameFromScratch, naturally!)
I'm using it to experiment with Unity with a view to devising some lecturers and tutorials on 3D graphics.
In my use case, the most obvious missing feature is the lack of ambient occlusion maps, and at the moment, I hack around it by passing my occlusion map to the roughness channel and renaming the file afterwards.
I realise that adding a dedicated occlusion map output node means more work as you have to reprogram the preview to show the effect, so perhaps instead you could add a name-your-own output option.
Obviously anything made with it wouldn't be visible in the preview, because the software wouldn't know what to do with it, but it would make the software compatible with a lot more material workflows, and effectively (partially!) future proof....