Hi all, quick question... (iv looked all over and cant find an answer) I have a character model with 3 textures (1 head, 2 body, 3 legs) the problem is when I render to texture max creates one texture with all the ID sets overlapping.. can I make max create 3 textures one for each material ID ? Thanks in advance guys! Jody
hey guys, i want to create my own glass material to take it later on in a pbr engine like cryengine 3. i saw that they have a special shader for glass but i really dont know how to make the different textures like albedo/spec/gloss/normal in a pbr way to have a good looking glass in the end. maybe you can tell me or show…
So my material shows up fine in the editor, but when I launch the game in a standalone mode it shows up as checkers. The normal non instanced grass shows up fine. You can see that in one spot on the second image. Does anyone know how to fix this? I've searched all over the web but can't find anything concrete. Thanks!…
Most presets don't work for me, because for some reason DDO isn't generating the mask. I've checked it, and it looks like it happens with all armor presets, while cloth materials usually work.
Did someone manage to write a proper PBR shader for materials like cotton in PBR? Standart roughness/glossines doesn't cut it. It's either looks really rough or plastic. How do you solve this?
Problem solved, please delete this thread or whatever is the custom, thank you. The solution? I had messed around with the color map of the diffuse map... disabling it made everything work again. Hello, I made a bright plank material, and put it on the model just to see what the colour would look like and so on. I tried…
Instead of solid mode with phong shading - I'd preview whatever 'lighting' artifact you think may have occurred in either lookdev/material or cycles viewport lit with a basic 3 point setup which would enable people too offer more effective feedback, if applicable?
Hi all, I just ran into this site, thought it might be interesting to share. http://poliigon.com/ pbr textures /tiling materials (diffuse+normal+ etc etc), 30 day free trial. example from their site: Anyway, hope its usefull to some of you guys!
klunk is completely correct about needing a full vector field - the data has to be continuous and smooth or all manner of stupid shit happens in the gaps the best "don't need to write a special tool approach" I've found is to use a hair sim, apply a material that writes out the derivatives along each hair (arnold has a…