This might be a bit of a noobish question, but I'm a bit unclear on this. I'm looking at some materials in an Unreal3 project, and instead of having a baked specular texture (or alpha channel, etc), a lot of the speculars are generated in the material node editor, along the lines of…
Hello, I am an indie game developer working on a first-person 3D narrative game (mid-poly, atmospheric/stylized — not photorealistic) built in Unity 6 URP. The game spans five distinct environments ranging from warm domestic interiors to cold institutional facilities to overcast outdoor settings. The same room geometry is…
Ah I found it.. for whatever reason you have to enable nodes by clicking "use Node" why would you have to enable nodes when that is all the node editor is used for. weird but okay
When it comes to vertex painting blending 4 texture maps
does not work. I applied 4 masks or alpha maps
for each texture and it works! (Picture Below) So blending more than 2 texture
maps alpha maps are required also to avoid any transparency issues as far as I
know when it comes to using Layered texture node. I also came…
Two Maya shading-graph chores I kept scripting, curious how others approach them: * Duplicating a shading network with clean names. Maya's duplicate/paste leaves pasted__ prefixes and number suffixes; I ended up walking the upstream graph and duplicating with unique, clean names instead. * Merging duplicate file-texture…
Does anyone knows a simple way of doing repating chains of nodes with a parameter how many times I want to repeat. I am trying to do a slope blur with more than 32 shifting and each shift takiing each own vector/direction and it's a hell of a tedious job. In "Filter forge" for example there is a "loop" node you can connect…
I have been struggling with this for a while now Is there a way to display a texture u have modified in the node editor for materials cycles( not compositing editor) using the invert, rgb, contrast nodes in the viewport or uv/image editor? The compositing editor has this, why not the material node editor? The only way I…
So im having this issue where I want to use the tile sample and give it specific inputs, afterwards I want to expose it that way that the user can change the pattern distributed by the shapes via a slider that would change the number of the distributed pattern inside of substance. Not sure if im approaching this wrong but…
Inspired by Koola https://twitter.com/koola_ue4/status/832696705237725184, I made my own procedural sticky note generator. Slight difference between theirs and mine, the blueprint fills the entire space between the start and end nodes with sticky notes, instead of them being individual actors. I could use some more random…