What I'm referring to is the Maya specific bugs and overall it's integration in Maya. mental ray is a good renderer but it is just not plugged into Maya very well and has never been. Just things like custom Buffers. When adding in custom passes in Maya, render times have massive overhead which would double and sometimes…
how would one calculate the angles of the servos without ik/fk anyway? (assuming you only input the position of the wrist of the robotic arm to the function moving the arm) id find it interesting if you could do your mocab device with only the use of acelerometers and gyros attached to teh limbs, with some sort of…
Open some of Epic's material shaders and break them down, it may look complicated (wires/ nodes everywhere) and un-commented but break them down (disconnect nodes, preview the nodes (right click on a node > Start Previewing), change the properties of the nodes...etc) There's also this video on how to create/ setup a master…
yeah, it looks like there is no way to modify those values without making some custom kismet nodes or hard coding. you might be able to paste the matinee into a text editor, modify and re-paste back into UDK if you are super resourceful :D
Go into the material itself in the material editor, using the old compact view (non-node based) Go into the settings for the diffuse map, then set the Blur value to 0,1 and change the filtering method to summed area or none. Should improve the results hopefully :3
Couldn't get this to work, and I don't have time to learn code. Are there nodes in Shader Forge that are equivalent to Unreal's Camera World Position and Object World Position? I already built a mockup in UDK, I just need to transfer the results into Unity.
I really don't get the material blend mode at all, I skipped through all 4 official tutorials and felt like I didn't understand why I would use it over just the normal blend nodes. Just me?
Regarding unreal engine you can easily translate the code to material nodes. I've done this for UE3 and it should work for UE4 just the same. http://www.abload.de/img/blendnormals_rnm019yu1w.png http://oliverm-h.blogspot.de/2014/01/ue3udk-mixing-normal-maps.html
Ah yes I see what you mean, so I don't really need WorldAlignedTexture in this instance. The reason I used WorldAlignedTexture was because the way I have set up the UVs means that when I apply a texture to them I get seams everywhere. Also anywhere that is just dirt (no border) I have scaled the UV face down a bit as my…