Oh man Andy that picture gets me every time I see it Thanks for the suggestions but the bleed is not the issue, I just over bled a couple pieces and it still does it..... and the background color isn't it either, its not like the these seams are geometry seams allowing me to see the bg color behind it....its in the texture…
you can create a blend mask at the first spine joint so that everything below it is ignored Blend Masks and Blend Profiles in Unreal Engine | Unreal Engine 5.4 Documentation | Epic Developer Community (epicgames.com) alternatively you can also edit the animation in your 3d program to remove the stand up portion as well
created my own version of max's Blizzard and Superspray.... to start I've added 2 new default mesh objects... both quads with one having additional data passed in a mapping channel so it can be used with camera facing shaders... the other is just ordinary mapped quad with vertex shading dependent on the particle age..... I…
You don't need to shrink the model just the texture. It might help to zoom out, but don't scale the model. Mip Maps are small samples of your texture compressed so the engine doesn't have to use the full texture if not that close to the object. If you're 100ft from the model it uses a 32x32 as you get closer it ratchets up…
Do you create moss in Substance Designer, or is there a method to do it in SpeedTree to use as a texture for blending? I'm aiming for realistic results.
First off, Wesm that looks AMAZING! Can't wait to try everything out! :) always pumped for updates. And as for my color blend problem, here are the results I got after testing out some of the suggestions: So here I have tried my original method, as well as an Add and two different kinds of multiply. Just to make sure it's…
more updates.. rigged.. playing w/ cool poses.. there are issues w/ the rig, but I'm doing my best on that... @ Joshua-- hey man.. I hear ya on the glowiness. the texture bleeds out a bit and the texture get's a little muddy... It has a bit to do w/ the shader I'm using.. I will probably end up going back to my original…
Ruz The shader must use transmission or be translucent or transparent. That's also the order in which they'll bleed more color, with transparency being the most saturated and cheapest option.
hi david , vray was the render engine that i used , for car paints i used shellac material ,for the lighting i used HDR light studio to make studio hdri map + 1 direct light to get nice shadows + 1 vray light plane with a gradient effect then all you have to do is playing with your passes to get the best result here is my…
there is 2 kinds of "blending". - frame buffer blending: which is typically done for decals (if they are separate polys) any blended surfaces such as transparent, or additive particles... they all use the same formula: out = newcolor * a + oldcolor * b. a and b can be changed like "newcolor.alpha" or "newcolor.invalpha",…