Trying to figure out how do do a (alpha clip fade? depth alpha blend, depth buffer/bias?) effect for objects intersecting other objects. For example water plane or fog planes touching objects. Want a nice fade and not a clip. Anybody know how to do this specifically with maya 2016 shader fx stingray nodes. It appears…
Its that time again where I turn to polycount for advice. I generally try to focus on taking out pieces that are bringing the quality down. I am a bit bias since there is generally an emotional attachment to everything I do, so I wanted to turn this question to you guys once more! Is there anything that sticks out that is…
Hello polycounters, I'm having a strange problem regarding how the normals are shown in Toolbag, I made the textures on Substance Painter and exported them to Toolbag, as you can see at the image the normal map behaves in a strange way, causing a hard color change that makes the seams too noticeable. I tried changing the…
Hello everyone, I am getting these strange artifacts on my model inside of MT3. These artifacts are not present in Substance Painter, or in the Normal map itself. I have included some images with this post to show you. There is a baking issues that runs in the center of the object (and I already know about this, and am…
Hello everyone, I am getting these strange artifacts on my model inside of MT3. These artifacts are not present in Substance Painter, or in the Normal map itself. I have included some images with this post to show you. There is a baking issues that runs in the center of the object (and I already know about this, and am…
Well, the title almost summarizes my question: I'm relatively new to 3DS Max. I've got the initial unwrapping done for my asset, but in the process the UV shells for the different elements of my weapon (it's a knife) are all different sizes and not proportionate to the actual size of the individual pieces in relation to…
Hey to all, I was wondering if anyone knew of an effective way to function the SceneTexture in UDK? Example of what I mean: I want to blur my SceneTexture, so here is what I did first;return tex2D(SceneColorTexture, ScreenAlignedUV(UV)); SceneColorTexture is declared in UDK already, so I use that to be able to use my STC…
It's been a few days that i'm working on that problem and it feels like i'm going nowhere. I created 3 tileable modules that's render pretty clean in Max and when it comes to UDK, I get this weird shader on one of my mesh (corner). I tried everything I know so far with no result. - Set LOD Bias to -1 or -2 - Set lightmaps…
I have setup a Parrallax Occlusion Mapping master material using the UDK documentation as reference. http://udn.epicgames.com/Three/DevelopmentKitGemsParallaxOccludedMapping.html#Parallax Occlusion mapping The problem is the median value it uses is 1 (255,255,255) meaning everything in the map is depth. This is problematic…
i'm having an issue with area lights. it seems to happen almost everytime when i turn a light into an area light. i get this weird checker pattern all over the mesh that flickers and swims all over the mesh. if i capture an image from the viewport it isn't actually there. i had to do a printscreen to get this to show up.…