Even in such cases it doesn't prevent you from having perfect shading without any visible pinching by just editing , transferring vertex normals. Nobody used sub-d topology on static meshes in games before. Only on characters. Now it looks like a must for some uncertain reason. Here is an example how with totally "bad"…
Another great example is The Matrix Awakens demo that Epic recently made. They go over the details of the texturing in this video starting at 28:00 https://youtu.be/xLVJP-o0g28?t=1722
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Hello. Does anyone know how to get the value of parameter in the Designer in the function of one parameter? For example, in Splatter Circular create a function for Pattern Amount, and in it get the value from Radius?