On the bottom section of the merge window that will appear when you run the command, you have to click those extra 'merge' buttons to tell XSI to also merge UV coordinates/materials and/or any shape animations/weights you might have on the models being merged. As for the image in the UV editor, you can go up to the Clips…
Hi Guys , the deferred decal shader DBuffer Blendmodes in ue4 only has 3 Dbuffers implemented in the c++ source color , rough and normal with a multi opacity spit out from the pixel shader with a float3.rgb each channel masking individual channels into the Dbuffer , this is using the EncodeDbuffer function in HLSL. you…
Hi PolyHertz, thank you for the extensive tests and for reporting. Starting from the good news. Ignore backfacing is now fixed in Beta 2 for every instrument. It was a last minute change in a small function that broke already tested code. I guess the 3ds Max crash should be fixed as well. IC.Shape Instruments work only on…
You can probably change a lot of the existing functionality, around the default game-mode/game-type they provide. But say you want your character to take AI hostage and use them as shield. That kind of stuff is probably too much for the flowgraph. It seems very similar to Kismet when just looking at this:…
So I'm trying to mirror the weighted half of the model to the other half, but the mirror mode is being an asshole. Added all the bones in the list, checked vertices, selected all of them, went to mirror mode and... pressed green to blue bones. No dice. Green to blue verts then. Nope. It won't transfer the weights. What do…
In fact when "repeating" the pattern in the three directions (120 segree "apart") and constraining onto the triangle like in case of pattern generation then the spherical projection does work and the "continuoes curves" does fit. Used the almost legaxy trick in blender to instance those pattern geometry on th faces of…
Runover process of Custom COPs node to create variations of tileable stones (Height and Normalmap) Takes time to get a concise and believable normal vectors and flow for rock/stone textures. Therefore, I created a node that does that plus a few more post processing to ease my job on creating these. The rest, color,…
I've been struggling with UDK's Foliage Mode, because when I paint my trees and bake with lightmass, it doesn't bake my tree's LOD's correctly. (As shown in the image) --- Things I did and notes --- > Manually placing trees works with baking, but not my Foliage Mode trees > The base mesh of the LOD always bakes correctly…
I will post tutorials for Blender and maybe some other programs in this thread. Please feel free to post questions, other posts, or even other tutorials in this thread. All the tutorials will be linked from the first post, and different parts of tutorials will be linked with each other, so your posts won't make anything…
I studied it from youtube videos posted by Alegorithmic . They are all there. Sometimes too long and annoying but still ok . There are few things that covered there not well enough imo: 1. scale relations/primary input each node of several inputs have a primary one marked with a dot . it's where texture scale goes from one…