CYTE
Hey Jomaro,
I don't know if there is an OSL pixelart shader.
But I can recommend the PXL toolset. It's great!
PXL Gumroad [rzo.gumroad.com]
Cheers
CYTE
Thank you so much.
CYTE
Hey Jomaro,
I don't know if there is an OSL pixelart shader.
But I can recommend the PXL toolset. It's great!
PXL Gumroad [rzo.gumroad.com]
Cheers
CYTE
jsmack
either usdprimvarreader or geompropvalue should work. The first one will only work with karma.
RT_SDBrianHanke
Yep, fixed earlier this month. I tested it and it's working fine.Is it? It's not working here. Mplay and IPR editor view both still have incorrect colour with Redshift.
Actually, if you select an AOV in Redshift render view other than 'beauty', eg 'beauty_aux', that will also be displayed incorrectly. That's a bit weird.
H 19.0.657 & RS 3.5.04
Scratch that, it is working. I forgot that you still have to set up the $OCIO env variable poiting it to the RS config.ocio file. At least its working in IPR and Mplay. Still have this weird issue where RS Render view applies a double transform to AOVs when displaying them. I can live with that.
mestela
My dumb take is 'if names match, second overrides first'.
Harking back to the usual different-departments-magically-working-together example, transform16 is where the modelling department put the box. Along come the layout department, they create transform17 and move it somewhere else. The merge node combines all the departments, because layout is after modelling, it 'wins' and you just see that transform.
If you want this to behave like sops, then you have to ensure the second box doesn't have the same name in the scene graph tree. Lots of different ways to do that:
-duplicate lop first to get 2 boxes with unique names, then transform just the second box
-rename the box in a second stream using a stage manager before the merge
-reference the second box so that it gets moved to a new name 'procedurally'
Etc. as long as its not called '/box1', you'll get 2 boxes at the merge node.
mestela
Seems to work here?
Piledriver
i'm looking to a method that can have control not only to randomize colors but also controlling the saturation like arnold does with ai jitter node, anyway thanks for the links i'll follow them,i've seen also with color correct node and try to change the saturation control but seems not working xD
Piledriver
i followed that video time ago but i dont understood where he find that "leaf tint" attribute, that video don't explain very well the all steps, i see also that in solaris thereis a node called material variation.... why they don't put more effort to explain what it's the best workflow to tackle this....