Hey I figured it out: 1. Set shader to use displacement instead of height to displace geo. 2. Add a displacement slot to your texture set settings. 3. Make a layer and add a fill, in the fill you can use height to change the normal and displacement to displace the geometry independently, this gives you nice control to use…
Yes, just add an empty layer at the top of your stack and set its blending modes to PassThru. Drag and dropping an effect from the shelf to the stack will automatically do that for you.
Make sure you set the blending mode of the height channel on your bolt layer to Replace. Default is Linear Dodge, which adds the new height data to the existing one.
We don't support refraction, but we support opacity (alpha test and alpha blending). You need to add an opacity channel and change the shader to the one you need (they are available in the shelf).
The ID Selector from the shelf is gone since a long time now. It was a substance that has been replaced with a native solution. Look into the effect list and add a color selection effect instead. :)
Someone linked on the Marketplace to Allegorithmic forum, probably Epic haven't published the updated content of something. Haven't tested it myself though..but he did mentioned that it adds support for the Live Link.
When you open Steam, look at the bottom left which says: + ADD A GAME Then 'Activate a product on Steam' Finally type in your code and it should work, came up for me earlier :)
You can kind of fake that if you throw the layer with the generated masks inside of a folder, and then add a mask to the folder that you can paint on. It's not ideal, but it might hold you until they support it natively.