Hello. I'm still relatively new to the game art world, and I seem to have a hit a brick wall in my learning. I'm posting this thread in hopes of getting a little insight. So here's my dilemma. I am self taught and my ultimate goal is to become an environment / level artist. Now I fully understand the amount of work it…
Also some parameters can be exposed within SD but can't be dynamic once published as sbsar. Some examples: - the shape in the shape graph and fxmaps - blending mode in blend node
Unity doesn't support features from SD6 yet, make sure to enable the SD5 compatibility mode in the preferences of SD to highlight any potential incompatible node in your graph.
Unless I misunderstood, couldn't you just use the Custom Node and put in "refraction" instead of making out the entire code manually? Same cost last I checked around.
in Blender you could do as many output nodes as you want and connect any other node directly to output and then switching in between outputs by selecting one. Bake this output if necessary. 2.8 has a cool feature of normalizing/clamping output to 0-1 . It makes editing node network using HDR values much more easy and with…
First issue: Shooting only once. You're using a "Pressed" type of event rather than a "Down" type of event. Inputs typically have 3 events. Pressed, Down, and Released. Pressed and Released fire only once, when the button is pressed or released respectively. Down continues to return true so long as the button is held.…
I just wanted to follow up real quickly! The OneMinus trick does not work. I pointed out earlier that the issue behind is more systemic of how the system is interpreting the roughness map. Right now, a value of zero will give you a sharp, clear highlight and will also use the highest quality cubemap (the non-mipped…
Hi Polycounters, This is the first forum I'm posting this info :) We've been working on a platform called FIGURAMA, that will allow 3D Artists to do this: * Create Interactive Experiences without coding (in Unity game engine) * Monetize their experiences by publishing them directly to the Audience (using our universal app)…
It might be because Marmoset doesn't support features from SD6 yet, make sure to enable the SD5 compatibility mode in the preferences of SD to highlight any potential incompatible node in your graph.
You have construction history turned off, so all actions are "final" in this mode. With history on, you'll have a polyCylinder input node in the channel box like you're probably seeing in tutorials.