did the same thing but in Adobe AfterFX Important! - Project MUST be in 32 bit modeso... first we substract version without cracks from version with cracks (layers 2 and 3) and then add top layer which is "flat" normal color you can use similar workflow to extract bounced lighting, caustics and shadows from 3d renders 32…
You actually can tile a piece of an atlas texture in UE4. It's just that it requires a different material instance. It can be done by subtracting the rows/columns where the specific tile is from the UV numbers in the texture sampler. The bad part is that you get MIP bleeding if you don't account for padding in the atlas.
Better text colours now. Yay \o/ Hey, stop screwing around with the thread sorting.. :P [EDIT] Oh, and now that you've changed the width to 1024, consider subtracting 60px or so to allow for the scroll bar. There's no point in adjusting it to that width if you're giving 1024xn users a horizontal scroll bar :)
Very accurate, imo. People scream loudly about $30 month, but in reality it is not breaking the bank if you get Maya LT and Stingray for this. It might not fit everybody, but if you make even a tiny bit of money, you can directly subtract your subscription fees from taxes (just about everywhere).
That's... not a normal map. It's just 128, 128, 255 blue with the displacement subtracted from the red/green channels? If you want to make a normal map from a heightmap, go use something like nVidia's normal map filter, but it won't be as good a normal map as say high poly modelling the dartboard and baking it.
The caustics one is not too different, it's also a FX map with the bricks shape (with random luminosity). Then I warp it by a blurred version of itself, then subtract it from a blurred version of itself again: The animation can be achieved making the luminosity of each brick oscilate. Take a look at the Color/Luminosity…
CrazyButcher, Thanks, I will add those. I will look into nested node networks. A custom input node shouldnt be too hard to do. Davison3D, you can invert using a subtract node and set the A input to 1. but I agree that I should add a OneMinus node. Saturation is something I want to add.
It still has to be lerped with the base texture, using an alpha channel. Unless you're doing only Add or Multiply or Subtract. But even then it's less expensive than a typical alpha blended or alpha tested floater. We have some info here. Check out the deferred rendering link. http://wiki.polycount.com/wiki/Decal
Been playing around with this method of modeling recently, I've noticed sometimes I would encounter problems where after going into proboolean to subtract my mesh it would just dissapear. Can't seem to figure out what is causing this, no ngons in mesh, reset xform, still same issue. Has anyone ecountered this?
I've noticed that the boolean modifier has been changed since 2016. Is it correct that in order to ie. carve out a cylinder from a box in 2017, we have to select the box now first and then add the cylinder after and select subtract? I realize that i can drag the order around, but it just seem weird compared to 2016.