I'm curious what one would have better performance and still remain flexible Instancing a substance 8 or so times - Separate material for each substance instance - Easier to iterate in substance (less jumping back and forth) Using a master material - Have to remake parts of the substance in UE4 - More expensive shader -…
Not more expensive than the parent material. If you mean material instances by sub materials. Or maybe you mean how much more expensive is to use layered materials instead of having it in the texture?
Hello everyone, this might seems like a strange question, but I'm learning Substance Designer right now and I want to use the substances in UE4. On the internet and on ArtStation I see a lot of great materials, most of the time rendered in marmorset, and I was wondering if those materials with extreme tessellation are…
roughness is an average over an area so there's no correct value for a surface without taking that into account. measuring roughess and translating it into something that matches your specular model is probably all but impossible as such - as a surface gets further away from the viewer, progressively larger changes in…
Hi everyone, When creating a game asset with glass/transparent materials on it, should any geometry that has a transparent material be a separate element/part, with its own UV pelt? Because I am researching and beginning to understand that anything with a transparent material needs its own shader applied to it, is this…
Is there an easy way to create multi-sub materials in UEd3? I made one for a mesh, but it seems too time consuming to create one per mesh. Can you copy the material setup of one static mesh onto another static mesh? Or are there any other ways to use multi-sub ID materials from max into UEd3 in an easy way??
I made a simple test material of how i thought ill go around creating the shoreline, but it gives bad results, the depth biased alpha node takes in account pixels that are behind the pixels currently rendered (or smt like that?) which means it changes with the view. test material: results: and Note how the red (foam) is…
Crystal Dynamics is looking for a Materials Artist for one of its game teams at its studio in Menlo Park at the heart of northern California's Silicon Valley. Position Description: The Materials Artist role works in conjunction with a world modeling team to ensure highest quality as applied to normal, specular, diffuse and…
Hi guys. It's been a while since my last post :( Anyway, today I'm going to show you a short landscape with 2 texture materials on it, just for testing purposes. This master material for landscapes is part of a set of master materials that I've been working on and planning to give it away very soon. You can find me on my…
- I'd love to gauge interest and get feedback for my upcoming (Provided Epic greenlight it) Marketplace release. Here's the box blurb: The Unreal Engine 4 Procedural Material Toolkit is set of advanced material bases for rapidly creating complex, physically accurate surfaces. Detail environment or prop art straight from…