Muhaha. My thinly veiled passive aggressive message is uncovered.! But seriously, its a good game.. Does get hard at parts too quickly but they are already patching it to make it more linear.
do a linear interpolate node, plug a constant value of 0 into A, a constant value of 256 into B, and plug your gloss map into the alpha of the lerp node. plug the result into specular power.
Does anyone know if it is possible to acheive this? I have my tablet pressure curve set up to be a nice linear incline but I was thinking it might be interesting to have brush specific pressure curves in Photoshop
Hey! I'm not quite familiar with Unreal's decal tool, so I am wondering if it is possible to project decals in additive/linear dodge onto meshes using decals, as opposed to multiply. In UDK of course. Thanks a bunch!
Yes, make sure sRGB is checked. This should be enabled by default for the Albedo slot. However, if you did something like load the normal map into the normal slot, and then accidentally load the same normal map into the albedo, this slot can get set to linear space (sRGB off).
I notice that a lot of your animation has a very linear style. Is that a stylistic choice for gaming? (if I wasn't clear, I mean you don't have lots of ease in and ease out going on.)
This is cool! I would make the camera transitions linear so theres no speed up and slow down on the end of each shot, more like a real tv show with cuts between cameras. Cheers
You need to change the blending mode of the Generator filter. By default it's "normal", which means it will cover any areas. Try to set to multiply or linear dodge instead (depending of what you want to achieve).
It could be? File nodes have a color space setting, so if you're authoring textures in Linear but not setting that in Maya, this could happen. Can you show a picture of the render, including attributes on one of the materials?
stupid question, so in pbr, we get rid of the spec right ? and replace it with reflectivity ?okay, so does white (or linear colour) in the reflection part means that it reflects the same colour as the light source ?