ndickson
Sorry, I was wrong. There've apparently been some problems, and it'll probably be a few days before they can be fixed. I'm not familiar with the problems or the Unreal plugin, though, so don't quote me on it.
Thanks for the update!
ndickson
Sorry, I was wrong. There've apparently been some problems, and it'll probably be a few days before they can be fixed. I'm not familiar with the problems or the Unreal plugin, though, so don't quote me on it.
dpernuit
Hi Simon,
So even with the timeshift set to 20, the layers were not showing up?
You shouldn't have to nuke other layers to have other show up… was there any errors/warning in the logs?
Would you be able to send us your hda so I can have a look?
jsmack
I wouldn't try to display more than 5 or 6 at a time if the instance is heavy. Try setting the instance limit to 0, or lowering the percentage.
jlait
Bedrock lets you specify an incoming layer to be a reference height. This has two uses:
1) You can animate the incoming bedrock layer to create up-lift and other tectonic effects
2) You can adjust the hardness of the rock with depth using a ramp. This is relative to the bedrock height, letting you have strata that aren't flat.
twod
If I find one, I'll let you know.
arctor
can you post a file with the camera in it?
queendaedra
Hello,
I am having trouble with the terrain tools, particularly with the terrain output node. I do not know if I am doing something wrong. I do not have the indie version, but the paid version, but I just cannot seem to figure out what I am doing. When I click “Save to Disk” nothing seems to happen. I would appreciate any advice that anyone might have.
jammer
I am trying to use Find Shortest Path in a way that doesn't produce overlapping paths - each path goes through unique points.
My thought is to use a for next loop for each pair of points and to progressively remove the previous paths points from the source geometry for each iteration.
Is this overkill for what I am trying to achieve? I see a lot of options in the Find Shortest Path node for avoiding edges/objects and path costs but I am not sure how I can progressively iterate over those as the node seems to take all at once.
Would any one have any suggestions for a workflow for this?
Jose Perez2takanori
Hi it looks nice result.
How do you get the centre curve spine?
Anybody can describe that process for me? Thanks.
Did you finally get an answer for that?.. Im with the same setback…