I don't know of any off-the-shelf shaders that support this, in fact I don't know the exact mechanism either. But I bet it's basically that you feed it a small tiling checkerboard pattern, and the custom shader uses that as a mask for whatever passes it's set up to mask.
Looking for advice on how to make clouds that are both transparent and have an outline in Unreal! Whenever I put the clouds in my scene if I make the material translucent I lose the outline, but if I make the material masked I lose overall transparency Masked Translucent Material graph
Ask them about what have been the technical difficulties so far. Who will use your add-ons? and for what tasks? I would really use the time left to: -contact members of your new team -say hello -ask them about their needs and try to code something like that Just a self-check of your skills and a warm-up. (it's a general…
Thank you! Finishing up colors now! I had some stuff to do yesterday, so I'm wrapping things up today instead. Any crits about the color? Only have to rig it and finish masks now, then submit :D EDIT In-game with masks!
To open rendering options, LMB the mesh when you're not in painting mode. Open DynaMask on your folder or layer, then open the Material IDs rollout. Click the Links button. CTRL+LMB each masked area you'd like to add to your current mask. That should do it. :)
Hey ReMixx, I was thinking it would be a nice idea if we could toggle the 4 different textures so we could easily reference the Normal, Color/diffuse, Mask 1 and Mask 2 textures without needing to explore all those maps in various programs?
Hey Occultmonk, Quixel Suite 2 already has this feature! Just right click up to four maps, and hit 'Export Masks', this will export each mask of the four layers to the RGBA maps respectively. I hope this helps, let me know if that works for you! Scott. :)
There is no easy solution right now unfortunately. You may just want to render your UV layout as a mask in your 3d app or Substance Designer and use it to mask the resulting texture in Photoshop/SD. Again , this is really for presentation purpose, as the texture will work fine with the dilation in-game.
You can give them red, green and blue colors in max and render a diffuse map. This way, you have your selection masks in each channel in Photoshop. If you need more than 3 masks, you may render multiple textures. Good luck :)
Tweaked the damage mask today. I've equipped the tiles with three different kinds of damage masks. 1) Tile Cracks 2) Broken tiles 3) and full tile removal. Each is adjustable to what ever is required of the material. No Damage Removing Tiles Cracks Broken Tiles