Notice your blend Overlay node is requesting 2 vector 3's for input. You were giving it one vector 3 and a float for input. If you want to use the overlay you'll need 2 append vector nodes. The first one should have the channel that you are overlaying in both input, the second append vector should have the first append…
You can use whatever in Substance Painter , you just wouldn't be able to tweak procedurals in Painter directly until they are properly exported from Substance designer . Painter is still able to use rasterized bitmap images you would export from Blender. Saying all this you should understand that you can use Blender…
i loaded the marble earth asset in maya so it should be possible... the new maya file node is able to read uv tiles... its containing 1168 uvtiles each 2k... its baking all the texture to smaller resolution... maybe you could use this system to load it also in shader fx..? note: im able to paint on this monster asset in…
Mmmm. Maybe, but then it would be a post process effect. As I know you don't have access to the light vector, and you can't make custom lighting at all in deferred rendering, at least with nodes... probably a hand written shader code would work. And maybe the Unreal Engine forums would give you a more detailed answer on…
So this would require a custom node. Thanks for the one you made :) I am wondering if making some simple modification to the coodperchanel material function would make this possible. I really wish I could learn coding stuff in Unreal. If it is not too much trouble, could you pls kindly make it possible for us to use? if…
Kind of, yes but free edit: the genetica video is kinda strange thou the idea of this program is to create and modify tilable textures without fucking up the tilability(like photoshop did atleast in v7). as i found the need of a reference modifikator to blend in some previous image, i thougt making it node based would be…
Well I was mainly saying that the left/right thing was not switching or doesn't work. Sometimes the normal map appeareance looks like its going by object mode instead of tangent, and I try to switch on the bump node, nothing happens. So there's something there that it's happening, all my tests were done with maps baked in…
I've done similar things in the past with hundreds of nodes linked to a surface and not had any unexpected performance issues I've not had cause to do anything like this in the last 6-7 years though so it could be that they've managed to outweigh advances in computing hardware with shitty code. in terms of use in…
I'm taking the plunge from working with shaders in node based editors (like UDK's material editor) to writing code out by hand. It looks like I'm going to have to use GLSL because for various mysterious tech reasons (this is beyond my control). Is there any rendered out there that will let me load in GLSL shaders and…
In search of a Unity Level Designer who is experienced with node based material editors like ShaderForge or the Unreal Material Editor. We are looking for someone who is comfortable working with light baking and very experienced working within the Unity Engine. Please send code samples and portfolio links to…