you could generate this with code or you could simply composite images. either way, the result will depend entirely on how you combine your gradients/distancefields/however you choose to think of it here is an example in substance designer. the maths translate 1:1 to any shading language and can be easily ported to code.…
Hello there ! Here's a video on what the v2.5 of the demo brings new to the gameplay. It's mostly focused on Mevenn's controls so you can feel a more "fury" version of the character (which is how I think of her since a few years now). I hope this will help ! Please find all the update's details here : Patch note SWR 2.5 :…
Hello guys, today I downloaded the newest version of SD to test the new Shape Splatter Node, but somehow I don't get it to work and I hope this is caused by me. Whenever I try to connect the nodes, the values of the shape node are getting clamped. The splatter node is set to default- so I changed nothing here. Is this a…
Been working on a live wallpaper for android on and off again over the past couple months. It's currently a beta release and could use some more guinea pigs to test it out. Currently there are 2 options for the look of the wallpaper. The first mode is simply the tardis spinning in front of a background image or colour. The…
So, I've been reading a bunch of threads and discussions, googling for hours now, looking for a way to replicate an anisotropic surface inside UE4. The answer so far is basically: none of the shaders in UE4 support this. This seems to be somehow related to deferred rendering (is it true? why?) You must code your own shader…
I'm a beginner in Blender and am doing the BlenderGuru donut tutorial(doing the cup portion of the old one and geometry nodes sprinkles of the new one), but wanted to do something more by adding a Homer Simpson pic on the larger plate(surrounded by donuts on the edge, but irrelevant to this). Problem is I can't find why…
If you're using the old Marmoset, you need to: 1. Place the opacity map (Black is transparent, white is opaque) in the alpha channel of your diffuse texture and save it as a 32bit TGA. 2. Change the Blend Mode of the material to something other than "None", most likely "Alpha" will work best. 3. Uncheck "alpha testing" in…
Hey! I would add the cracks layer inside of the material in Unreal. There are plenty of material expressions and functions you can use to combine different textures in the material (like linear interpolate, multiply, blend angle corrected normal, ...). Got to get familiar with the material system and use the documentation.…