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❀ DoN's Dynamic Mesh Effects ❀

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  • replied
    Originally posted by haimat View Post
    Thanks, but when looking into your knowledge base at the description of the paint node, I can't find any "Erase Mode" flag.
    Am I missing something?
    Erase functionality was added in a recent release, the kb doesn't reflect it yet. Here's a newer screenshot:

    Click image for larger version

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  • replied
    Originally posted by VSZ View Post
    Hi, Decals can be removed by simply erasing them like any other paint (by setting the Erase Mode flag to true on the Paint node).
    Thanks, but when looking into your knowledge base at the description of the paint node, I can't find any "Erase Mode" flag.
    Am I missing something?
    Last edited by MaFloBra; 05-12-2019, 05:47 PM.

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  • replied
    haimat

    Hi, Decals can be removed by simply erasing them like any other paint (by setting the Erase Mode flag to true on the Paint node).

    You should note that this is not a logical operation but a raw per-pixel operation.

    That means if you want to tell the plugin "please remove the last decal that I just added" you'll have to manually remember where you painted your last decal and then tell the plugin to erase that with an Erase operation at that exact location, with the same brush size, same decal texture, etc. Depending on how complex your usecases are you may need to keep track of your decals (with a simple Array/etc) so that you know which decal to erase and how.

    Hope this clarifies!

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  • replied
    Hi, I am interested in this mesh painting plugin. However, when looking at the knowledge base I cannot see any BP nodes or C++ functions to remove a decal, only those to add them. But to remove a decal after it has been painted is a must-have for our project. Is there any way to remove a decal again with your plugin?

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  • replied
    @Default816

    Glad to hear it works now

    Thanks for sharing those screenshots of your WIP. Very inspiring approach and already brimming with great potential!

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  • replied
    Yeah, i'm an idiot ) i did not use Clamp for the alpha masks... IT WORKS NOW!
    Thanks again for this amazing plugin
    Last edited by VioletSaint; 05-01-2019, 04:19 AM.

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  • replied
    Well, i did the shader setup as in your example, but still the problem remains. The color underneath gets inverted..substracted. I am attaching some prints for better explanation Click image for larger version

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    So this here is my channels setup. I have a slash wound alpha on B and a dripping blood one that i want to animate on G

    Click image for larger version

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ID:	1613920 This is my material setup, that looks like the one in your example.


    Click image for larger version

Name:	Exclusion-problem.jpg
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ID:	1613921 So yeah, that is my problem.


    It would be amazing if this were solvable and you would guide me.

    Thanks!

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  • replied
    @Default816 - Thanks for the report.

    Can you compare your setup with the sample project's RGB masking example (the second Landscape painting booth)? That example accumulates each channel separately.

    Ideally you shouldn't need to use any special MatLayerBlend nodes at all, just the additive brush should suffice.

    One difference is that the no decal is used in that example, though I can't think of a reason yet as to why that matters yet.

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  • replied
    Hey VSZ, yeah, i have no overlapping parts. I encountered a weird problem: When using the separate RGB channels for different masks (only G and B actually), the layers overlap creating a sort of Substract or Difference effect, and reveal the base texture.. How can i solve that? Thanks..
    Last edited by VioletSaint; 04-30-2019, 11:49 AM.

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  • replied
    Originally posted by Default816 View Post
    Hey VSZ, first of all, all my respect for you.
    My question is: Do i HAVE to create a second UV? I don't have any overlapping faces in my UV ( i tend to never do that in characters at least ), so if that is the case, do i still have to?
    Thanks in advance!
    No problem, just use the "Don Mesh Paint UV0" material node which was made exactly for this purpose.

    Are you sure your character has no overlapping parts though? Usually there's a lot of symmetric parts in characters (left hand, right hand, left leg, right leg, etc) that may be clumped into a single UV islands to save texture space.

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  • replied
    Hey VSZ, first of all, all my respect for you.
    My question is: Do i HAVE to create a second UV? I don't have any overlapping faces in my UV ( i tend to never do that in characters at least ), so if that is the case, do i still have to?
    Thanks in advance!

    Leave a comment:


  • replied
    ^ Yes, the update has been submitted.

    Should be live soon-ish after marketplace review

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  • replied
    Have you submitted?

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  • replied
    Sounds awesome!!

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  • replied
    4.22 ETA (With official fix for Morph Targets issue!)

    Some great news for those affected by the morph targets issue discussed in various preceding posts:

    The plugin has been redesigned in such a way that skeletal meshes with morph targets are no longer affected by any flickering.

    It's taken longer than planned to submit this as it's a major redesign and still needs more testing. Update will be submitted tomorrow!

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