Rodz Labs

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It's possible and quite easy: create an image node with your image, connect it to the brush's albedo input, set the brush to UV pattern, and fill your mask layer.

Ooooh, maybe you spotted a bug then. I'll test (and fix if necessary) this today (so it's in the p1 release I'm preparing).

No, just tested in 1.2 and it works. But the details are important: * Image node must be connected to the Albedo (not Brush) input of the Brush node *...

Can I see a screenshot of your brush graph?

No, I just figured out what happens. My answer lacked a "detail". It's the alpha of the albedo that's important (my test image had transparency), so you just have to...

Of course, please tell me if it works for you :)

It is implemented and used to work, but it's broken in Godot right now (tried to workaround the problem with very little success).

You can already create custom export targets (provided materials can be described as text and image files), creating a Bevy export should be pretty easy. Please don't hesitate to join...

OK, this might be related to Godot, since MM uses custom builds and is currently using 3.5.0. MLaybe I should switch to 3.5.1 for next release...

There are a few users who have this problem, and it seems the only solution so far is to revert the AMD driver to a previous version. Godot 3.5.2 does...