"Pixel Normal WS node" <--- THIS That's the problem. More precisely, you're trying to change the Normal Map through this PixelNormal node, thereby causing an infinite loop. The normal map needs to have different logic.
The vast majority of the surface area in a 1m square of grass is near vertical and a pretty significant proportion of that is facing away from the viewer As such... if your light source (the sun) is on the other side of the patch of grass from you, any light going in has a relatively low chance of coming out in the…
Scene Setup and Landscape Workflow in UE4 and World Machine + GeoGlyph 2.0 I tend to go straight into Unreal to begin blocking out an environment like this, as opposed to setting up a fixed camera in Max. I may go more into the reasons why as an addendum to the thread later, but the simple version is this; in my…
It actually sounds like its going to be easier to deal with than redstone, people are already creating tons of applications for it because the specs are released. It looks like people are going to write a bunch of cool uses for it and release them, but even in game they are going to come with code already on them.
PBL shaders, PBL shaders everywhere! and they're juicy good too! I'm so glad a lot of this stuff is coming up lately, as i wanted to get myself into a bit of coding for shaders myself to better understand what i'm doing while texturing... and that SSS rocks!
Hi Folks, As a small thank you to the people on the thread, for their feedback and help, I'm posting a coupon for 50% the individual mighty bake license. It's first come first serve for up to 5 users. If you enter the code mbthankspolycount, you'll get 50% off a single license.
@Xoliul: wiki http://en.wikipedia.org/wiki/Luminance_(relative) @radiancef0rge: Memory and compression. You need as much precision as you can get when it comes to HDR fake, and alpha textures are compressed pretty bad which means bad precision. Notepad++ for previewing shader code.
Love this! You've been putting a lot of work into this and it shows. The biggest thing that jumps out to me is that everything is equal in contrast and saturation, which makes it a bit "busy". This causes a bit of visual fatigue because the player doesn't have a clearly-defined thing to focus on, and the eye doesn't have…
Actually the anim tree that i assigned does have aiming node that allow the character to aim depending on the camera is looking at... Do i need to assign the aimnode inside the code ? does anyone have an idea how to achieve it ? Thanks :)
Good lord, I just glanced over that code and it's rough. Not the coders fault though haha. Bryan, you're script does things a little differently than I'd like so I'm not going to use it, but it's good none the less!