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In Redshift Toon Materials, when I apply the alpha image to the plane polygon, the line is not represented by the alpha map, but it comes out according to the plane. How can I make the line appear according to the alpha map?
Thank you very much! It was crucial to add the attribute delete to prevent the shop_materialpath to override the volume material. After going through a few tutorials, I still couldn't get my volume material to affect my smoke. But luckily enough, I came across your tutorial!
This is really good. I've been finding that the OSL HalftoneDots shader can do some nice things that the built in Redshift Tonemap Pattern can't (as far as I can tell). For example, scaling one direction to zero to get a regular crosshatch patterns, or then driving the angle parameter with cell voronoi to get 'patch hatching' - different angles across the surface...
You can drive the tonemap pattern rotation with noise, etc, but yeah I hope to see more improvements to the toon shaders overall they're not as fully featured as they could be!
@@Helloluxx i didn't check what version i got but its the "new" node editor not the shader graph- later when i am back at the workstation i will uncover this mystery 😂 - awesome tutorial btw 👌😆
Thanks for the tutorial, but in this way you can't go around and navigate the scene through the camera so I'm missing something because this is completely unusable for me.
It's been a while so I don't remember exactly, but there was a way to use PS to make live changes to the texture via UVPanel, which helped a lot when it came to painting model edges or some details, do you know anything about this trick?
I'm having an issue where the shape (outline) of my spherical light can still be seen in within the volumetric noise. Is there a way to disable this whilst still keeping the glow of the light? Great tutorial as always, thankyou very much.
No one, and I mean no one, gets the brain thinking about all the possibilities within mograph (and especially Fields as data mapping tools) better than helloluxx 🧠
Tim, this is amazing, and you explain what you show brilliantly. It would be absolutely fantastic to have a longer, step by step process of this video.
it's useful technic to use weight tag in the field. but in this case ,mabey we can use shader map control the modify clone directly in the plain effector.
Hey dude, you were looking for this message! Yes, this setup doesn't actually work as shown in the tutorial. You're fine, it's just crooked software. Come back in a couple of years, maybe Maxon will fix something.
When I was young, I did a setup like this one in order to create procedurally woven leather for Bottega Veneta. They never got to understand the power of the solution so it was just a good opportunity for me in order to learn new things! Very nice!