Whenever I tried Atlas node it always makes sort of degraded alpha, kills silhouette details. The right is what I spend lots of time for by doing my own atlas node using either shape splatter or fx-map nodes. Both works just ok with silhouette details that usually important for small twigs, fallen leaves, grass etc. The…
i attached a quick Blenders geometry node example that packs all same mat ID UV islands in sort of automated style as rows. it uses material id index to shift UV in U direction each in 1 . So each UV islands having mat ID 1 shifts to 1 , islands with matID2 shifts to 2 etc. They all scales back to 0-1 in the end . I have 4…
i don't know if i understand that correctly but if you only want some variation in the color of the hair and you are going to render in arnold you can use the aiColorJitter node: https://docs.arnoldrenderer.com/display/A5AFMUG/Color+Jitter if you really want a texture for each hair i think you can do it with this node too.…
Okay yeah, so you're right on about setting up the trigger, what you want to do now is have it selected, open up Kismet and in the right click menu select "New event using trigger_0(or whatever your trigger happens to be called)" and choose touch from this. Now this node will fire whenever the player touches the trigger,…
Yeah I was using a cube since I didn't have my mesh and texture sheet to hand and it was a quick and dirty way to do it. End goal is pretty much what your node graph defines, It'll be block colored areas of the sheet, nothing more complicated in terms of blending the defined color into the existing stuff. Alpha channel…
This is a scratch and dirt generator for Adobe Substance 3D Painter. It consists of two general parts, one of which is completely free. This free part includes creating scratches and dirt using parameters connected to predefined functions. In this section, you have many parameters to create your proper lines and scratches,…
Shader 1: Currently there's a limitation with using the vertex color node with a transform node, you basically won't get any vertex colors. Shader 2: An actual cubemap lookup needs three components (X,Y and Z), your mask is only passing the red and green channel. In the case above you can either plug a normal 2d texture…
Ok, here is the basics of what you'll need until I can show you the graph necessary. Here are the nodes you'll need. Timeline node, this'll allow you to animate the lid mesh rotation value: https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/Timelines/Creation/index.html You'll need a "Add Relative…
Thank you L0N3Y, heboltz3. I found that if I just combine the meshes then export, the fbx exporter will pop up an error says "Unsupported Operation on Mesh Vertices." and "to correct this, delete the Non-deformer history before exporting.". But when I delete the history of the combined mesh, the bind info(skinCluster and…