Thanks for these awesome tutorials! They’ve been super useful! I have one quick question. Is there a way I can map yeti’s root position to the base geometry and use that as a bump map for an accurate skin pore look?
The surf_P attribute is only giving me colored fibers and piping that to the geometry’s shading group gives me the Default Value set in the aiUserDataVector node.
Hey Mario,
Thanks for these awesome tutorials! They’ve been super useful! I have one quick question. Is there a way I can map yeti’s root position to the base geometry and use that as a bump map for an accurate skin pore look?
The surf_P attribute is only giving me colored fibers and piping that to the geometry’s shading group gives me the Default Value set in the aiUserDataVector node.
Best regards,
Addis
No I don’t think this is possible.