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…
The code in the Combining Powers section on this page shows you how to generate the distance field for an ngon https://thebookofshaders.com/07/ At the end he smoothsteps the distance field to get a nice antialiased mask - if you subtract from the distance (offsetting the zero point) and abs() the distance field you will…
As long as the globe is one closed mesh, the boolean subtraction should work. Are you sure there's no holes in the mesh or anything? Sometimes using displacement-to-poly conversion leads to a messy tesselation, which could mess up the actual boolean operation, but I'm not entirely sure if thats the case at your end, since…
When I said "extremely finite rules" I meant it in the sense that others are nailing the concept to the T which makes you feel bound to doing the same. The problem which mostly happens is you realize that others are doing a much better job than yourself which feels like your addition is less than that, rather a subtraction…
Hey, thanks for pointing that out....noticed that too.....it happens when I try to sculpt orbicularis occult muscle........followed a little different approach this time. (25/30) Rather than sculpting a skull shape and adding masses over it, I tried the approach most people use for this one......sculpting overall head…
Hello all! Got a new project to work on for a class assignment. I'm making a rat rod with a giant turbine for an engine. I have to keep this under 35k tris as a requirement. I have an approximate concept of what I want this to look like but I plan on subtracting some of the noise from the engine and bulking out some of the…
I made the shape on the right from a box and then subtracted a rough shape with a boolean to get that shape. Now i am trying to model the same thing but keeping full controll so no booleans, however im stuck trying to create that perfect edge look (also the rest of the shape is off but thats how it needs to be)…
@ThunderOwl @zumwolt So here is a very simple example of how you would use it to add edge damage. Just subtract some noise texture of your liking from the convex output, apply some value adjustments, and then you can use it as a mask like this: Adding dirt to crevices would be similar to this, you would just use the…
I wouldn't subtract the grout from the graffiti, that's not realistic in my opinion. When you spray graffiti you are less likely to hit the grout, but you'll no doubt still hit it. You will also want a good amount of the texture underneath to show through, but have the color information of your graffiti. Spray paint isn't…
So it looks to me a lot like Perna's boolean method he showed off a while ago. At least the ones of the mesh additions and subtractions. Is there a behind the scenes situation happening where on the add/sub geo there is a duplicate of the mesh acting as intersection booleans with push modifiers on them in order to get the…