Hello, I am texturing asset in Specular Glossines workflow and I wanted to render it in UE4. But I don't know how to create material that will accept spec and gloss and won't need roughness. Is it even possible ? I tried to use various functions like multiply, and x-1 but it is not working well for me :persevere: Can…
Hello, please tell me why I can not set the height of the texture? import mset import os desktop = os.path.join(os.path.join(os.path.expanduser('~')), 'Desktop') mset.importModel(os.path.join(desktop, "temp.fbx")) baker = mset.BakerObject() baker.outputPath = os.path.join(desktop, "bake.png") baker.outputSamples = 4…
Hey PCers, I'm currently diving into my first UDK level with some assets out of Maya. You can see on the mesh that there are some triangles cutting through sections, especially on the top right. This is, of course, after optimizing this in Maya and reducing the polycount (haha) to as low as possible for the asset. No…
Hi @ all, It would be nice if someone can give me a feedback and explain what do to better with my object / map / material. I new in this map and texture thing but i thought after 6 years of pure modeling work it would be time to learn some new skills. I just tried to texture a simple concrete barrage, it should look a bit…
As a matter of fact i was reading that page yesterday(yesterday i was thinking whether it's possible to render objects behind other objects,as i said,i'm kinda enthusiastic about this thing),but that process is way over my head since it requires coding,i had the feeling it could be done solely through materials(with that…
Good day. I am trying to get my renders set up like I normally do in Maya with the Physical Sun and Mia Materials. In Maya I have control over the 0 and 90 degree parameters of the BRDF. So I can fine tune how strong my reflections appear at glancing angles etc. How do I get this control in UE4? Do I have to use Fresnel in…
Wrapped up the above material a few weeks ago and went on a well needed vacation afterwards. Artstation Post: https://www.artstation.com/artwork/GvrE4N
I'd like to create a mask for my particle material based on how many particles are behind the current drawing particle. Basically it would be a depth mask but rather than being based on scene depth, it would just take into account the other particles. If the particle looks behind it and sees nothing then it draws black on…
I don't have any idea why I'm getting this reflection like effect around the character whenever character comes in front of a shiny material or could be something else. If anybody has solution to this kindly share.
regarding the height .. painter will use the normal map and also generate normals from the height and blend that in so when you export a material to painter you want to choose one or the other . it looks like your normal direction is different between painter and designer in this example - I'd suggest you leave the normal…