It's my first time working with the material system in UDK and I've stumbled on this weird error. I've been trying to get the glossiness to work as it does in Max, and from what I read online, the best way is to plug a Lerp node into SpecPower with min and max constant node values plugged into A and B and the glossiness…
Hi, When you author a simple PBR material in Substance Designer, your height map will eventually be converted to normal when working in Substance Painter. Is the process of conversion as simple as using a Normal or Normal Sobel node with intensity set to X? How I can preview roughly the same result in Designer? (EDIT: It…
I came across some threads in the Allegorithmic forum that seem to imply that all maps except the diffuse/base are converted into linear. Was this only for the 3D previewer in Substance alone? I attempted to change the output nodes to different types (say base versus roughness), and they still exported out the same way. So…
Ola, Let's say i have a multimaterial, with standard submaterials in it, with a diffuse texture in each of the submaterial. In the material editor, my current slot is on a diffuse bitmap node. I want to access the parent standard material from here. Not the root multimaterial. (Purpose is to rename the standard material as…
Hey guys, I have an issue I'm hoping someone can help me out with: I'm trying to create a volumetric light (This but in UE4) for the first time. Here are pics of my current set-up: Now, if I keep going with the tutorial and try to add the falloff for when you would be below the texture, I get an even stranger result: Am I…
Hey, I have a highpoly model set up with a surface shader connected to a mib_amb_occlusion node in Maya 2009 Like this http://www.artbycrunk.com/blog/2009/03/ambient-occlusion-using-mib_amb_occlusion_node/It looks exactly how I want in the render view, now how can I bake this down to a Low Poly model unwrap? or how can I…
I'll preface my comment by saying that I'm more of an environment artist than a level designer, so what works for me, may not work for somebody that's trying to quickly iterate elements for the purpose of actual gameplay based level design. The short answer is you can use houdini engine to make both procedural/parametric…
I have a few models this is starting to happen to me. Once the error message appears, I go to click to find the faces, and max crashes - every single time. The weld idea isnt working on my model. I receive a prompt from max that no vertices were within range. Is there another way to identify the face? This one has me…