Engines like UE4/Unity are using real-time PBR shaders. Offline renderers like Arnold are using their own proprietary shaders. They are completely different shading models and are not compatible. Offline renderers are starting to adopt the map channels of real-time engines to recreate the material, but not the shader…
I've wanted to create an open discussion on various shader crap for a while now, and with more people getting into authoring shaders it seems now's the time to make a thread in ye olde 2d/3d discussion forum To kick things off, first up, I've been tinkering around with hair and fur recently, created a pretty cool shell…
Hi, Is it possible to convert more than one shader to a file texture? I have a building mesh simple and have simply used coloured shaders for different parts of the building as a quick visual. UVs are laid out for the building and I'm now wantng to create a single file texture based off all the different shader so I have a…
Great information! I would have question how to approach welds in perpendicular areas using decals. I'm struggling with proper normals for them. I'm using UE4 DBuffer decal material with alpha masked normal only but my main issue with his technique is how to handle decal creation when areas I try to cover are welds on…
Thank you for the tips! I will see, if I rework it next time. Currently I'm doing the blockout of the Building. It will look like the yellowish concept piece cause I very like the shape. Has anybody an advice where I could find a tutorial how to build shaders in Udk that look as good as the toolbag shading? Or where I…
-Experience in Unreal Engine Shaders, and Optional PBR required- Hello, I am back again in the hiring section, looking for someone who can help me understand the carpet effect from the Realistic Rendering Demo/Preview from the Unreal Engine Marketplace. It is a very neat mesh and texture that I have some knowledge of how…
I'm using Shader Forge in Unity to make a shader for translucent cloth. But I can't figure out how to get shadows to show on the back side of the surface. I did this a few years ago in a custom game engine. It worked great, but the shader was done under-the-hood, not exposed to…
Hi Polycounters I'm sure i remember reading on here somewhere that the Xoliul shader works okay in max 2013 provided that you revert back to direct 3D. However, with the model i'm currently working on, their are discrepancies with how the normals are displayed in max 2011 when compared to max 2013 the first image shows my…
Hey just so you guys know I'm kinda new to this whole shader coding thing and coding in general. Anyways i have this plan to make a viva pinata style shader. The only problem I have at the moment is the shader doesn't seem to take any lighting information from the scene. example. The fur looks cool but as I said the fur…