hey guys i have this problem in UDK where i can take a simple flooring (4000:x 4000:y 100:z) and i bring out a Static mesh for (ie-Pillar) And i do a CSG Subtract on the floor and it crashes. Any idea's on waht this could be? Thanks in Advance, Emulsion
You can't simple subtract the images, diffuse is 2*X and Specular is X-Y. Also they are stored on the camera in sRGB so you must first make the conversion to Linear space. Its best to do these in shader code. For Gloss just solve for G using the BRDF shader code.
Oooooh I knew that distortion looked familiar. When I was messing around with Roboblitz, the hall of mirrors effect didn't happen when I just threw together an additive level, but I recognize the HOM effect from UT2k4 subtractive levels... thanks.... I'll add a sky/walls
Thanks for the feedback guys! So it seems like for most cases if someone is starting a character they’ll build the model in a highpoly sculpt and subtract down. What would you say about current-gen props and environment set pieces? Would you say that they would get the same treatment?
That video is 100% correct although not very well explained. My solution is to subtract the metalness channel from the specular one. This way you mitigate for that overly bright transition area between metal and non metal. You can also try to multiply the spec with the inverse metalness as a slightly softer approach.
The curve editor actually supports doing this without any script in case you're interested: * Select all keyframes that you want to invert the value for * In the second "Stats" input field type "*=-1" and hit enter * values for all selected keyframes should be inversed This also works for adding (+=) subtracting (-=) and…
Really amazing.. I've been trying to recreate this using your method, but I'm finding it practically impossible to come up with the shapes needed to boolean subtract.. For example, the part where the shell is ejected.. Spent about 6 hours trying to boolean that and I just can't figure it out. Any tips?
I think that is only possible with 2 render targets. One rendered as additive and a simple overwrite one. And you would render the simple one when the player doesn't move and you would subtract it from the final material. I'm not sure though, I haven't tried this, but this would make sense.
You're a genius! Okay, I looked at the current post count and got the the latest post, subtracted the number of posts over a million from the highest post ID and this is the post I got: Lucky number 1,000,000 goes to Jacque Choi! http://www.polycount.com/forum/showpost.php?p=1528050&postcount=60
I got this to work for me as well, I just needed to add lights in my scene :D However I experience the same issue as above. Also does not seem to work everywhere in some instances where I made a subtraction boolean, the cut out area is not affected by the shader at all!