Well, using reverse-image-search on your reference, here's a video of the effect (at 8:50) https://www.youtube.com/watch?v=jdD8zDbp2Qo&t=530s This uses a mask inside the "portal" to blend with a cubemap, or if you want to get more advanced and have a "live" view of the next level then you can render the next level to an…
hello, yes i 'm trying to blend both animations to play a smooth transition in a game. The problem is that i'm a programmer, i'm trying to make the blend between these two animations in ue4 with some blend nodes in the animation blueprint without any success. if anyone have a good doc or tutorial to create the blend…
Hi, I can't find the "Usage" and "Identifier" Name for "Blending mask" channel in the documentation. I used "blendingMask" for usage/identifier in substance designer and the channel automatically gets linked in the "channel mapping", but when I paint in that channel nothing happens in the shader/ material. What's the…
Hi everyone! I am having a problem i cant figure out.. So i have this ground plane: Now, i would usually use this method to blend some grass or some other texture to breakup the tiling: http://www.polycount.com/forum/showpost.php?p=1009650&postcount=637 But the problem is i am tiling the texture which is part of a uv map.…
Prince of Persia Sands of Time comes to mind, because I liked their art and paid attention to how they have done the detalis from which I could learn. Take a look here. http://images6.fanpop.com/image/photos/34300000/Prince-of-Persia-The-Two-Thrones-screenshot-prince-of-persia-34379015-1280-960.jpg Around the outer edges…
So it looks like all you are only multiplying the blend texture to the vertex color. Here is an example using UDK http://eat3d.com/free/vertex_painting After multiplying the blend map with the vertex color, he adds the vertex color back in (so parts that should be blended 100% are) then a power node to adjust the contrast…
@gnoop, it just occurred to me that you've been using them for years in designer, it just doesn't mention it Using max() blend mode to combine heightmaps is exactly the same as using min() on a pair of SDFs that represent the same surfaces. (Invert and rerange to -1:1 to get the SDF) It's mathematically more convenient to…
had to check for the project, switched machines in the meantime and didnt run it in ages. but regarding that rimlight. this is a 1 bit mask of the custom stencil buffer set to 12 (could be any number really, dont even ask why 12, dunno anymore :D ) here is the custom stencil mask applied per object (so it doesnt apply to…
Hey everyone! I’m a music artist gearing up to launch a new CGI-driven project, and I’m looking for a passionate, knowledgeable CGI Artist to join forces and co-create an animated music video. If you are looking to build a massive, standout piece for your portfolio and want to work on something highly stylized and unique,…