(if you look closely, you'll note that I painted greentooth into that flowmap) Updated 4 October: v0.9.2 for Windows v0.9.2 for OSX http://teckartist.com/?page_id=107 [update_4_Oct] I've added the ability to actually load flowmaps, so you can either pick up where you left off in your last session, or load up a simmed…
Hello everyone, I'm newly registered here. I enjoy lurking and admiring your creations, but my skills aren't at a level to show off yet. But today I have a different topic that I need help with. I'm developing a project that will function much like motion capture software that uses markers. Thing is, I need to use it sort…
Small update I was able to find a solution for the shading. This person put me on the tip of using the vertex interpolator with fake lights. I created a material function that uses the SkyAtmosphereLightDirection instead of an arbitrary 3vector. It generates something I can lerp between light and dark using the level…
Hey there! I'm kinda new to SD (and to this cool forum!) and I'm trying to create color variation for a simple tile texture. the logic is that I want the user to pick how many color he want to have, and add weight sliders per every color. here is an example for hard coded one with some histogram select: The issue here is…
Just a quick writeup as I just went through the process myself for the first time. But the workflow is the same as doing any high to low bake: * Going to Unreal. * 3DS Max, RizomUV, and Substance Painter (I set up my own export preset). * Starts out with ref gathering and note taking. Drawovers in Photoshop and deciding…
tbh, I'd probably just suck it up and do the work by hand if it was just for my own benefit however, if you did want a tool I dont think there's much to choose in terms of work between doing it in c++ vs blueprint. I choose BP for most of my tools (even if it's more arseache) because it's easier to distribute new resources…
if you're working remote then it doesn't matter what machine you carry around with you does it? .. It's not written anywhere official cos Epic aren't going to admit to it. but yes - thats basically the size of it. You find yourself unable to do things (eg build HLODS, package world partition with nanite landscapes)…
I (naively) assumed they'd done it properly Hacks like that explain why it breaks down under some circumstances edit: ok so I've had a look . Hopefully this helps with some of the weird bits The only variable they seem to be using is the builtin $sizelog2 -which is log2(pixel size of the input) == log2(512, 512) == (9, 9)…
Blend uses a Layer Blend node. Material function layers look like this. I use a packed channel map for my roughness, height, and AO maps. The MF_Layers function isolates the height channel for blending.
Perna: Sure, it turned out a bit long though... o_O In some cases it makes rigging life (and I'd say animator life just as much) a lot easier if the model is practically oriented. More importantly as I pointed out, it makes some things (near) impossible to get right. As an example here's a posed arm (far less extreme than…