Most complex effects, and yes cell shading with edge detection counts as complex, are going to have long shader node trees. the exterior cell edgeing can come from 3 main ways. 1: duplicate the mesh, push it, flip normals, and apply the edge color. 2: a fresnel operator with a hard clamp set to black and multiplicative on…
Well thats 2 different things. The x shaped shading errors appears because of the flipped triangulation that happened between softwares. And triangulating upon export should definitely get rid of those errors. And you split the uvs to not get those gradient lines along the topology lines on your normalmap. Keep that latest…
Hi All, Would anybody mind sharing their thoughts on what makes a good cloth shaders. I'm seeing some really nice cloth shaders on all these Next gen games, both in actual game and the promotional material. What would I need to recreate a good cloth look in mental ray, where I can use all the tricks possible ? I see a…
Lumion is looking for a passionate artist who crafts creative and innovative shaders for our inhouse rendering engine. A talent that is inspired to achieve only the highest of quality in their work and wants to contribute to the artistic vision and development of the industry's most widely used architecture visualization…
I am at a lost here, I am texturing a floor medallion using a 45 degree slice that is duplicated around its pivot to create the medallion. The issue is the normal map, each slice shades differently. I need it to shade all the same, after combining all the slices and welding vertices, soften/harden edges. Any ideas how to…
Hey everyone, I have been tasked with writing and optimizing shaders and wanted to get some outside opinions and links to resources while trying to track stuff down on my own. So far I have started a slimmed down (carrying only what we want) standard specular shader. We were getting way too many shader variants with the…
Hey, I have a general shading problem with my mesh. I made the low poly in 3ds Max. Everything under 1 smoothing group because there is no hard edge (it's a body of a bow). I tried to fix the shading with weighted normal, unifying normal, add more support edges but nothing works. I got that feedback at Dinusty discord that…
I have a brain model here. Anyone have an idea as to why I am getting those weird shading errors that are circled and are throughout the brain? They appear to be shading errors anyhow. Some background: the brain model is partially transparent. At lower levels of transparency it looks alright and at 100 percent opacity it…
http://vimeo.com/32357549 hey guys, was working on a tessellated ocean shader at work, figure I'd share the results. Sorry, only video so far, gonna fix it up a bit and maybe release it for PCer to check out. :)
Hey guys I'm still pretty new to UE4 and I've been trying to troubleshoot this issue I've been having but can't seem to figure out what is going on here. On certain parts of my mesh I seem to get incorrect shading happening? I've checked the UV's and lightmaps and from what I can tell everything seems to be okay. No…