I've had issues where some layers simply disapears in some components, but you can still see your layers under all components? As it is suppose to work you can change reflectivity and blending mode individually for each component, but the dynamasks should be applied on alla of them.
I seem to be having a similar problem. Every time I edit a mask it becomes slightly darker. When I'm working only on a Dynamask this can be solved by hitting 'clear' on the painting tab, but that's not really helpful when there are painted areas in the mask. If this is the same issue is there an ETA on the fix?
Thanks DarkEdge, To clarify, is this a bug report or a feature request? In order to get edge wear around UV seams you will need to set up the Dynamasks specifically for this. If you are indeed requesting a feature I can add it to the feature backlog if you wish? Sorry for the confusion. - Teddy
Hello there. The door looks nice but the normal dents are very strong and repeat a bit too much on larger sufaces that are flat. try going into the dynamask and edit it a bit. As for the difference from quixel to ue4, try using the Ue4 hdri. there is as far as i remember also a ue4 preset in the render tab.
I'm asking for help to make maps such as curvature, object normal tangent and such in order to make better use of Dynamask and smart materials in order to create and adjust the textures of hard surface objects such as trains. Throttlekitty, xNormal looks interesting for some of the maps I need. I'll check it out.
Ah, I see what's causing it now - the material exists but it isn't pulling from the material library. Click the checkered circle next to the DynaMask for Varnished Wood, and select Wood - Lacquered in the material browser. That will solve this issue - we'll be patching this in a future update. Sorry about the trouble!…
You'll need to play with the DynaMask advanced settings for curvature in order to reduce the width of masked areas. I highly suggest experimenting with it. There's a lot of specific variables that I can't guide you through - you'll need to play around with the settings until you find something that works out. :)
dDo Legacy uses procedural masks. DDO however does not, unfortunately. The best way to go about recreating this effect is to use dDo to add the effects you desire, and then copy those masks into DDO using the Paint Mask in Photoshop option to copy them directly via the DynaMask editor. :)
Have you tried adjusting the Curvature options in DynaMask? You can play around with the settings by opening Curvature and adjusting them until you get a visual style that you prefer. Using Edges, Cavities, Dual, or Unprocessed will produce a variety of results, as will the sliders from Sharp to Huge. :smile:
Hey Dzibarik, The performance options shows only when in painting mode or the dynamask editor, it's used to control undo levels when painting. 3DO is 1:1 with Unity 5.3, so using the export preset for Unity 5 on the base creator, will be represented as 1:1 with Unity 5. I hope this helps! :)