Hi everyone. I'm trying to use a opacity alpha (black and white) plugged into a MatLayerBlend_OverrideOpacityMask for a layered material. When I use the mask in a standard material, it works; however, it doesn't seem to work in the layered material. This question has been posted before but it was never resolved.…
Is it possible to change Mud's layer handling so it acts as though I'm adjusting the fill of a layer instead of the opacity? Using color dodge layers on black surfaces gives a plastic effect instead of a metallic look. It'd help my workflow substantially by not needing to switch into Photoshop to see the results of my edge…
Hi Polycount community ! I am currently struggling with the Unreal Landscape material system.I want to have my layers blending together depending of the heightmap of theses textures (not the height map of the terrain). I want that type of thing (look at the two screenshot below this anchored link) :…
Know what I'm taking about? It goes like this: 1. Work on layer 200. 2. Move to layer 1 to work. 3. Make a mistake and 'Undo'. 4. Try again 5. Realize you're working on layer 200. /facepalm 6. 'Undo' 7. Go to step 2. I find this mildly annoying. Is there a way to disable this Photoshop "feature"? thx, -kp
Its possible that a layer's record mode just isn't supposed to be toggled on and off 50 times. If you have heavy tweaks to make to an existing layer or are using blendshapes, it might be better to make them on a new layer and then merge down into the original layer? (Or does that produce artifacts too?)
-edit- Uh, I'll take my crow deep fried please. Disregard this thread.. the Layer Propagator was popping up underneath my open documents (I run them windowed/floating instead of docked as tabs) instead of on top of them which only gave the appearance of Suite becoming unresponsive.. /edit Maybe I'm just not understanding…
I am trying to set up a scene with a dual texture layer, as the character moves over the first layer anywhere he/she has touched becomes transparent showing the layer underneath. So foot steps for example, wherever they step, you'd see a foot print. Or a snowmobile, wherever the snowmobile went the tracks would show. Can…
Maybe look to join BFME reforged ? Also maybe there has been multiple shifts occuring that led our industry to this kind-of lack of cool project. Covid, where we stupidly increased recruitement hopping to solve a sudden, yet temporary peak of players. Layoffs then destroyed lots of studios, lots of good studios, some being…
I'm trying to simulate a in game reflection map shader in maya. This is what I have so far, layer texture, top layer is an environment cube set to additive, buttom layer is the diffuse texture, this is working great and I have a reflection map plugged in where I want it to be reflective. My question is can I some how hook…
Are you sure? I have pretty limited experience with Substance Painter so perhaps I missed something but what I saw were layers just simply adding its depth over what were beneath , no proper z combine, no resulting mask for color /spec. No non destructive "smart" style layers either. I mean a layer of bumpy ground for…