using groom attributes in your shaders
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.
No I don’t think this is possible.
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