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#include "../state.frag" | |
USE_TEXTURE2D(tMaskMap); //srgb name "Mask Map" | |
uniform int uRed; //Bool name "Red Mask" default 0 | |
uniform int uGreen; //Bool name "Green Mask" default 0 | |
uniform int uBlue; //Bool name "Blue Mask" default 0 | |
uniform int uAlpha; //Bool name "Alpha Mask" default 0 | |
uniform int uInvert; //Bool name "Invert Mask" default 0 | |
uniform float uHue; // name "Hue" default 1 | |
uniform float uSat; // name "Saturation" default 1 |
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There are a handful of different specializations under the ‘Tech Art’ umbrella, the first step would be to identify what area interests them. Below are different specializations and what skills I would expect for each discipline. | |
Technical Animator (TD at IG) | |
This role is for an individual interested in empowering Animators. Physics, jiggle, muscle deformation and cloth simulation are particular areas that would be explored in this role. A portfolio would show the following: | |
• Understanding of Rigging | |
• Understanding of OpenMaya/PyMEL/MEL/Python | |
• Understanding of Mocap Pipelines | |
Technical Artist (Rendering) |
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#include "data/shader/mat/state.frag" | |
void AlbedoMapUV2( inout FragmentState s ) | |
{ | |
s.albedo = textureMaterial( tAlbedoMap, s.vertexTexCoordSecondary ); | |
s.albedo.xyz *= uAlbedoMapColor; | |
} | |
#ifdef Albedo | |
#undef Albedo |