They always had sort of weird perception of what is convenient and important. In both Painter and Designer. Like they live in some other universe with its own game industry . Lots of features I never needed and lack of things I actually need every day and have to invent workarounds . Using material ID as a polygon…
Tyler - Is there any control over the node that it is using? One of the changes I asked for our scripts is that it assigns Mat node #24 to it, so I can adjust specularity and whatnot to my node. Or does yours randomly create a new node or what?
Hi, Is there a way to force UDK to go to a lower LOD sooner with the landscape system? I don't need it to use such a high LOD as far as its drawing it atm. Anyone know? Thx!
Thus far, I do like the overall analogue vibe and also I'd assume that eventually UE master material (node tree especially) would be something too behold once this project is finished.
Have you tried playing with the GPU acceleration settings under Preferences/Performance and switching between the different levels of drawing modes? Assuming the preferences of CS5 offer more or less the same settings as they do in newer versions, that is. And worth noting that if you want to run Photoshop in compatibility…
Thank you @Yerus you are very kind to answer, Yes I am using Arnold. This is the shape node setting that i am using, one might say this is default. When i tries to connect a file note to displacement mat, it does not seem connected in the hypershade, i am not sure if this is what supposed to be. I am trying to tweak some…
Nothing much to thank for, really. Sometimes it's better, sometimes not, here it's more for simplicity's sake. As for manipulating pivots, I would probably just make a checkbutton for that - I think there's some global or function returning if you are currently in Affect Pivot Only mode, but a simple checkButton should be…
You could try C4 engine, it's mac compatible http://www.terathon.com/c4engine/index.php The samples on the site might give wrong impression. It's actually very capable graphics wise. The engine also uses a very similar shader node system as in UDK. The downloadable demo comes with the full game editor so artists can use it…
You can also simply load the normal map in a VRayBitmap node with a reserved UV channel that you use for nothing else. Disable Tiling in the node. Add a UVW Map modifier on your model, set to that reserved UV channel, and wire the gizmo to a Point helper so you can move it around, animate it even! Plug the VRayBitmap into…
If you're having trouble digesting the vertex paint stuff, this might be a good starting point: [ame=" https://www.youtube.com/watch?v=OFDMFDOu474"]Master Material Construction Part 1 of 5 - YouTube[/ame] (part 1, watch all 5 of course :poly124:) It's a lot of info to take in and keep track of, so I'd recommend keeping…