I used a different material, this is the lighter way I think. The bottom part is basic opaque shader with a reflection mask for the screen and some other parts, and the top glass material is an additive - Unlit shader. Additive blending is the cheapest to have a translucent-looking material. With only one material, this…
[size=+2]Substance Designer 4[/size] is here, woohoo! The main new features are: * Material layering workflow - full materials can be collapsed, blended and processed as one single element. * PBR preview - the 3d preview now uses the same lighting model as UE4 * Dynamic inputs and outputs - Activate node inputs and outpus…
Well I guess there was no easy way. Here is what I ended up doing. Baking one copy of bump on to another high poly sphere as a diffuse with my manually tweaking the uvs so I could get as close as possible to having less squished textures at the hemispheres.. Then baked another based around A cube I split into triangles…
UPDATE 11/30/2009 Download: lcNextGenShader_1.2.fx Added a few things as per requests and my own experimentation New Features: An experiment in SSS for skin like materials, this could still use some work. A Gloss Map option for modulating the specular shape with a texture - also as a bonus, if you have an environment…
The first thing i saw was the seam on the ground(the road). Not sure if anyone else had caught that but it's the first thing that i saw. The vert blending texture on the buildings looks pretty bad. It looks like oatmeal and not dirt. I would say not to do such a contrasty texture for the vert blending on the buildings. I…
funshark: yes i agree if the sorting is done correctly you don't see any border at all. However that is assuming you have to do any sorting in the first place. The problem here was that the converter it did 2 light checks instead of 1. So first applied was a ambient which was pretty dark. Then on top of that there was a…
[ QUOTE ] You will pretty much want to read this: http://www.behardware.com/articles/619-1/updated-survey-13-lcd-20-5-6-8-16-ms.html It's a bit dated, but it lifts comparing out of the realm of nutty numbers stated by manufacturers. tokido, Your dell probably has an IPS panel, it's a little slower, but your screen doesn't…
Yes the public doesn't seem to care about the shadow in shadow problem. Heck, gears of war didn't even have shadows in the environment and it's rated top visuals ever. I should also clarify that when I say shadow in shadow you don't really want a secondary directional shadow you want occlusion. Like Rick said people don't…
Well, waht kind of engine is it? Can you have lit alpha tested stuff? What kind of alpha blending does it have, if any? Can you have large groups of alpha blended polies that draw in the correct order or is it strictly alpha tested only? Can you have sprites and tubes? The way I have my grass set up in my engine is a…
I've watched the new tutorials posted, and read the documentation on FX-maps. Though It really..barely..even touches the depth of them? I am just extremely confused on how to use these FX maps, and they're the base of creating some great substances. I understand a lot of it has to do with creating dynamic complex…