tach wrote: »
Random question but I was reading about Weight maps in UE4 for landscape and I'm getting really confused with the term. Are weight maps the same as a splat map? A splat map being the combination of several weight maps? Or what's the difference?
littleclaude wrote: »
It would be nice if Epic implemented Hairworks by NVIDIA who have released a free SDK - https://developer.nvidia.com/hairworks
It is mentioned on the UE4 forum - https://forums.unrealengine.com/showthread.php?12454-NVidia-HairWorks
Well worth a watch - http://youtu.be/VFWr44ZIEZc
Long time no response from me. Currently there is no update to show. I am discussing a few things with AMD about organization of the source and task allocation. So hopefully we will be able to get cracking on some good updates soon. Editor and Material Editor integration and rendering optimizations being top priority in my list.
dzibarik wrote: »
Ok, so it might be a noob question and I'll start watching tutorials on Unreal tommorow but why my shadows dissapear after building lighting? I did some search and tried to adjust lightmap resolution up to 1024 but still no luck.
Xendance wrote: »
Lightmap resolution of what? The ground under the table?
Quack! wrote: »
Just a heads up, you need to enable "Compute binormal in the pixel shader" in Xnormal to get your normals to synch with Unreal 4.7+. Quick image:
ZacD wrote: »
4.7 preview is actually synced with XNormal. Make sure every UV seam is a hard edge before you bake, because UE4 likes to make UV seams hard anyway. And make sure you triangulate your mesh before baking. Then make sure the smoothing groups in UE4 look correct after importing the lowpoly before you even apply a normal map. Obviously make sure that the green channel is flipped either in xNormal settings or after you bake.
JedTheKrampus wrote: »
I'd like to add to this that you should make sure to not export tangents and binormals with your lowpoly, because if you do that Xnormal will read your 3ds Max tangents and then your normal map will be synced to 3ds Max instead of Mikk.
If you always have the Unreal import settings set to "Import normals and tangents" you basically don't need to worry about it (well, unless you have some regions where the normal map is repeated or mirrored) because both UE4 and Xnormal will read the tangents if they're there and calculate them if they're not there. That said, I think it's better to make sure you don't export tangents from Max.
JedTheKrampus wrote: »
Yes, that's correct. Modo can't export its tangent basis yet so you don't really need to worry about that particular thing. Remember to triangulate though (Ctrl+T I think, it's been awhile since my Modo demo ran out)