Material Layers don't support multiple shading models. Material Layers is just a another word for "texture set inside a Material Function," so you can probably figure out the limitations are based on Material Functions and a single material. Although some shading models(cloth, clear coat...) support a scalar value as a…
Hello everyone, For those who do not know me yet I will briefly introduce myself, I am Corentin, freelance generalist 3D artist with a specialization in real time 3D. I am also what we usually call "Pipe & Executive RT" I'm dealing with agencies or companies in order to initiate real-time 3D process and to ensure that it…
Hey all, I've created a hologram style material that flashes and does a few bits and pieces. It's fine in the material editor and the material itself when in the scene before lighting is built is fine. (see below) When the lighting is built the surrounding bsp's and meshes have crazy lighting. I'm not really sure whats…
Were having a problem when we try to rename a material and having the material stay associated with the object. For example, I rename the characters material to JimBob_D_Material. The material works on my version. I copy the fbx (and meta), the material (and meta), and the texture (and meta). Another person replaces his…
Hi Polycount! I was wondering if anyone could share some knowledge on how I could go about making a material that can be instanced, and within that material I could plug different existing materials (like tiling wood, tiling rock or metal, etc) and use a mask or multiple masks to control where each material is placed. The…
This thread is meant as a more focused and condensed version of my previous WiP thread and some additional comments and break-downs of my work. Finished project here. I won't be going too deep into details, I'll mostly just be showing my general structure. I really want to stress: Even though I'm tessellating and…
Not suer what the MatID cap is- I don't think 8 is it though. I believe your ordering can be solved via this method from the UDK docs; When the order of the materials applied to the mesh is important, you can specify a particular order by using a special naming convention for the materials. By default, the materials will…
Let's talk about what material definition is, first. Material definition is being able to clearly tell the difference between adjacent materials, as well as being able to tell what each of those individual materials is made of. For example, I could look at two flat grey materials with different gloss values and assume that…
As said above, good texturing with PBR materials, good lighting and 2dfx (like the smoke) and well optimised models. Here's a good quick example of high poly to low poly baked material use Source: https://www.reddit.com/r/blender/comments/1sgac0v/this_is_your_sign_to_learn_how_to_bake_normal_maps/ Or better yet here's a…
Well, Chat GPT now makes python scripts that builds you complex node based setups for both geometry nodes and shader nodes in Blender and I managed to make its AI image Generator build me exactly images ( alphas mostly) I asked after. After 3-4 correcting approaches . A thing I couldn't get from PHotoshop/firefly AI that…