I noticed something in the Standard shader that surprised me. The Metallic Map uses the R channel for metalness, A for gloss/smoothness, and G and B channels are ignored. But both Height and Occlusion both use the G channel only, and ignore RBA. Would it make sense to change one of those to B so that a map can be packed as…
*sigh* Nothing you do with a normal map will give you an AO map. A normal map records the surface slope, flat recessed areas that would have dark occlusion shadows would be perfectly white on a normal map. Using any combination of R, G, or B channels cannot change this, and it is something to keep in mind. That said, I…
I don't have the original code anymore since it was for an old version (4.16) and they implemented transmission since 4.20, so its probably better to use that. https://docs.unrealengine.com/en-us/Resources/Showcases/DigitalHumans#skinshading The code below should be added into SkyLighting.usf. I haven't tested this, so you…
Ok I haven't got anywhere with the script with the exception that I've found that objects that are not editable poly are causing the script to break. In particular these are objects that start life as boxes, or lines with edit poly and uvunwraps in the stack. I tried using PENs great batch exporting script with the…
A V G The following art and other content is from a game project I've been occupied with for about 4-5 years now. In short, the game is antinatalism themed and has a quite pessimistic story. It would have various settings, from Earth in the near future (not shown in this post) to various alien planets and megastructures in…
Hey everyone, Just wanted to share what I've been working on for the last few weeks. Questions and critiques are more than welcome. : ) I wanted to create an environment with procedural textures using substance designer in Unreal Engine 4. Below are high res screenshots of the final environment, along with a general…
THERE IS NO GIZMO WORKFLOW IN 3DS MAX! Using a combination of Selection Lock on G with Axis Constraints on Z/X/Y/Shift+Z I can have Blender's no-gizmo workflow in 3ds Max. Well, somewhat. Still takes 1-2 more clicks (I have to G->X->G for example) and snapping is a toggle, not a hold, but it's better than aiming at that…
Not a lot of error checking here, but it seems to work. --SCRIPT THAT COMBINES BY GROUP
( fn combineSelection newName = ( local Objs,firstObj --GET THE SELECTION AS ARRAY Objs = getcurrentSelection() --DELETE THE REFERENCE TO THE FIRST ITEM OF THE SELECTED ARRAY firstObj = convertToPoly(Objs[1]) firstObj.name = newName…