I can admit I am not perfectly sure I understand your issue . if the color ramp is too inconvenient you could use curve node. it's perhaps a bit easier to tweak since you can enlarge it and tweak the curve nodes very precisely . Also I would first construct a complete single height input for a single bump node. Easier to…
Thank you Benjammin! The problem is Photoshop color picker is in srgb and there is no linear option, same in 3ds max if I am not mistaken. I tried to calculate values by using that as a reference: https://marmoset.co/wp-content/uploads/2014/01/materialref03.png Roughness: Material Linear Srgb 0-1) Srgb(0-1) Srgb(0-255)…
Hi! If UVs are straightened and even, the mesh topology should pretty even as well (as much as possible). Just take one segment, move the UV vertices and observe the checker texture on the mesh changing. I recommend a cleaner model in general with the more even topology/faces. If you have a tiling texture, you can have…
Hi Everyone, I've been working on a bot piece for a project of mine. I thought I'd do a quick test in DDO to see what my mesh would look like with some materials. I've noticed however that regardless of my pivot points in 3DS Max, DDO is rendering one of the mesh groups at the centre point of world. My exported mesh…
Hello everybody, i am working on tilable pieces and i modeled some walls etc. I have height maps which is created in zbrush. I want to apply maps to pieces and repeat itself again and again. So i imported map to substance painter to see does it repeat correctly. But unfortunately it doesnt unless i set uv shell 0 to 1 on…
The portion you'll want to look at is:c.rgb = s.Albedo * _LightColor0.rgb * (atten); You can ignore the Albedo portion in the lighting calculations. However, this will result in less saturated final colors than you might be used to (in effect you're taking the Albedo and just adding the lighting). The colorAdjust bit in…
That shouldn't happen with "tangent space" normal maps. You should be free to rotate the uvs over the normal map. If this would be a problem with ts normal maps, it wouldn't be widely spread and you couldn't use trim sheet techniques. Now back to the case of Unreal Engine specifically. UE only generates tangents for the…
This is an isolation bug if I'm not mistaken. Maya is trying to include additions to your geometry into your isolation view. I think it has something to do with the face order changing so it's including the wrong geometry. It's completely fine, albeit annoying. If you want to turn disable this, er, "feature," then you can…
Try placing one part of your object, then duplicate it with ctrl+c, ctrl+v. This will make a duplicate object in the exact same place. Go back to the content browser and select a different piece. Right click on the duplicated piece and go to "replace with" --> your new Static Mesh piece. As long as the pieces all share the…