This has to to with the indexing of the curve. It seem every part is indexed separately but this is not relayed onto the Index node ( only one dimension 0..n an not somethign like (1..p, 1..n) ~~ (Part , PartIndex) ) so on splitting teh curve the index "restarts" of some kind but then it is not correctly interpreted…
If by 32 bit you mean 24 bit color with 8 bit alpha/transparency, then I have something working. Also, if you're wondering about a file format, .tif works fine. Its lossless and supports alpha channel transparency. Here is how you will have to set up your render layer for a depth pass with transparency though: Step 1 -…
You should sculpt or generate a procedural tileable rock normal map that you composite in Blender Compositor or Substance Designer (Maya can't composite an image) then you project the texture as box mapping. The node setup in Blender: You can overlay it with a curvature smooth map to get more color variation on your…
I had the same result using tangent space. However, It actually working using 'none' as the defined space in the ptx vector node, and object space on the shader displacement node. ...after exporting the map from mudbox in tangent space. :shifty: Yeah same. I find If I'm leaving a little room to move VRAM wise, it's a lot…
With all of the polycount Dota2 entries I can't find the discussion thread for Dota 2, so sorry for the duplicate. Check out the Halloween Diretide Mode. You have to feed Roshan candy. Looks soo cool! More Valve awesomeness. You can see the game at 5:30 mark. [ame="…
I bet this is something super simple but I have been looking online and I can't seem to find why. The only way I can see my textures in UDK is with Game mode enabled. why aren't they showing in any other mode (lit)? I bet I pressed a key at some point that disabled them or something. cheers
Hi Folks, Got a shader creation question for the UDK shader gurus on here. I'm busy teaching myself UDK and as an experiment I've been trying to implement a shader in the UDK material editor that would give the illusion of the game world being curved. I found an example of a cylindrical world shader for Unity and tweaked…
Hello everyone, I’m a beginner C++ programmer and Unreal Engine user looking for a project I could believe in and in which to hone our skills together. To put this in perspective, I’ve tried this as an hobby in the past but it never panned out, so that little skills I might have acquired then is now long gone and…
I'd fill in a survey if I could play with it. Not going to bother otherwise. I am interested though and I'm really impressed by the UX choices. I want to go make node based shadertoy for mobile now..