Hey guys, how are you doing? It’s been a few days after my last post and I can say that I’m progressing at a good pace. I’m breathing this project almost 24x7. Watching medieval movies, games and looking for art in general that makes me remember this project. I can see the importance of trying to “live” in your environment…
Hi communty. I can't find any useful resources or tutorials about "Editor Apply Spline" blueprint node. I want to deform my landscape using spline blueprint. I saw someone in marketplace achieved that result through the blueprint. Anyone knows how to use that node? Thanks in advance
I have latest Substance Designer and Marmoset, when I load a sbsar into marmoset the exposed parameters are there but changing them doesn't make a difference. I'm guessing it's marmoset not being updated to the latest substance nodes? It uses nodes such as floodfill, would be a shame if I have to replace them to get this…
No , I meant not making small bumps by connecting "normal" node but rather putting very low contrast (around 0,5 gray) textures of different maybe inverted gradients to channels of normal map itself . With rgba combine node. Starting from only single channel at first
Create a constant3Vector in the material editor, set the values to something like 1.3,1.3,.7 (some people even put 0 in the Blue channel, but I don't). then create a multiply node. Connect the normal map and the vector to the multiply node and then connect its output to your normal slot.
The log doesn't say much, unless... do I have to rename the master bone to root? Don't think that will make a huge difference? Writing 2 Node(s)... * "master" * "attach_hitloc" Writing Animation... * Exporting 61 frame(s) for 2 node(s) Export complete!
Seems like the only way to separate color channels is by using the component mask node. I've tried by directly linking the channel to the next node, it didn't work with the latest version of UDK. (even tho it used to work in the old ones). Make sure that your heightmap is in 16bit :)
Unity use the Substance Engine 5 currently. Changing the engine compatibility in your settings will only highlight incompatible nodes in your graph, it will not affect the cooking of your substance (sbsar). You will have to check manually your graph for nodes and property that don't exist in the v5 of the engine.
Connect the heightmap's channel to the alpha of a LERP node. The LERP node sets what number is your highest value(white) and lowest (black) By default it has 1 and 0 so you just plug it to alpha. Then i guess you could multiply the outcome with a constant 1
Do this: Where it says "Shape Crop" switch that to read "Projection Cropped to shape" you'll now get a border again To fix this Add a levels node and set "Affected Channel" to "height" now drag the black slider on the levels node until it's at -1 <- this will get rid of the border.