Hm, I understand this, but now I fill absolutely frustrated :( UV-channel 1 (Diff) is OK - when I assign VRayMtl there are no problems with diffuse. UV - channel 2 (Lightmap) seems OK to me too - I tried to assign it as diffuse to detached object - all parts fit appropriate parts of mesh. May be you can give me an advise…
your CryTiff preset is set to Diffuse with AlphaTest, which, essentially, is a threshold for a 1-bit alpha channel. You want to set CryTiff to Diffuse with Alpha (no test) to get a 8-Bit Alpha :) Technical explanation: CryTiff is Tiff with a meta-header that stores what DDS compression the engine can apply to a texture.…
thanks everyone, as you can tell its VERY wip still, I just got the backpack more presentable as far as the diffuse goes and the head as well, and I switched my render to catmull now, once I get to do a spec map thats what will really bring these metals out, but for now crappy standard diffuse to the best of my abilities.…
Canned response here: Putting your diffuse in crazybump or nividia's filter does not equal normal maps. Desaturating your diffuse does not equal specular maps. You have to learn how to use these materials before you use them in your portfolio. It requires work, not clicking a button. You can search this forum or post…
this really depends on the shader that the game engine uses,You have it basically create a diffuse or color texture,then we create a specular texture and a em missive and reflection texture then the shader needs to use a a reflection image(basically a dds image) that will show the reflection on the window. For example,the…
Yes, the global illumination and reflection effects that were previously controlled with the voxel GI system have been replaced with ray-traced global illumination and reflections. The ray tracer produces significantly higher quality results. For the GI specifically, the Bounces setting controls GI bounces, and Diffuse…
i could quote myself, but i won't - this would be the way to go if you want it to look somewhat correctly, you'd have to build you own custum shading network and use different normalmaps for the coating (specular shading or reflection) and for the kevlar (diffuse shading). its somewhat memory intensive though. so maybe…
I really like the effect too, awesome work! After analysis of the fire effect I'm going to surmise that you are using a static mesh with fire -type texture along it for the diffuse, then panning a comet like alpha along the length, multiplying the red channel of the diffuse. Possibly some other clamp like modules in there.…
Hello. The reason it looks like this is because this is a brass material. Metals have little to no diffusion, which menas the diffuse map would be black. They do however directly reflect most incoming light as well as tint it due to absorbing part of the spectrum, making the specular value colored and very bright. The…
Afternoon Latest update, Diffuse Texture is 95% complete, last few details, need to crack on with the Spec which wont be too big of an issue. Any C and C welcome EDIT: Just noticed ignore the fact my edge scratching is perfect white, i forgot to turn off an adjustment layer i use in order to easily see where the scratching…