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Hi SideFx team,
Currently, it's possible to create a material instance, change its parameters, and assign Houdini-generated textures as explained here [https://www.sidefx.com/docs/unreal/_materials…
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### Describe the bug?
The ColorTexture field on the MeshEmitter is supposed to change the particle colors to replicate the ColorTexture provided, however this behavior only seems to work with proce…
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Create twenty different images of coral reefs. They should be 512 by 512 pixels, bright but black and white, transparent, and very different. Make a coral reefs folder in the textures folder, and put …
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After Procedural Generation looks good, could we get a super basic Avatar running? It could even be as simple as the floating sphere with an arm made of two bones with a gripper at the end of the arm.…
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Not a super pressing need, but it would be kind of fun if the AST was exposed (I believe `subexpression` is `fileprivate` right now). We're using this library for procedurally generating textures, so …
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In my random exploration and research on Tile and Pattern, I stumbled into this Blender Stackexchange Q&A on Cycles Material Tiling and Repetition. I really like the resulting image being shown here, …
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I really like LuxCore for a number a reasons and it's getting better and better. There is one feature I miss at the moment that if implemented can make LuxCore way more flexible with how it allows use…
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### Description
I suggest adding tree/forest placement to Terrain3D, most often this tool works together with the terrain.
I have a plugin that is still in development for procedural tree genera…
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triplanar texturing requires 3 texture fetches (affects performance) and can produce artifacts (where textures blend)
If resulting geometry contains a limited set of polygons - it may be possible t…
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I try same ways, but i dont find nothing to do that, so i put two VoxelLodTerrain, one side other. That it's gonna perfect, if possible to merge that two Terrain( side Heigth, spread side mesh). Have…