Hi all! I'm making an anisotropic reflections hair material since few days ago. My actual roadmap: Hair color [X] Solid color [X] Gradient color [ ] Color by texture Light [X] Lit mode (actually unlit only for maximize light control) [X] Light color affects material [X] Light intensity affects material Reflections control…
3Do is based on Marmoset Skyshop, which is our shader pack for Unity. Its not quite the same thing but there are many similarities. Quixel have also altered the shaders quite a bit so its not really exactly like Skyshop or Toolbag at this point. To me, it looks like the biggest difference is the lighting. 3Do has a dynamic…
Firstly, good job on getting into Unreal and learning how it works and putting your first scene together! Now, I like the first shot you have, best shot here. Most of my critique is of your materials and some models. You have a lot of straight perfect lines here. Look into either into baking down a prop like a table so you…
When i was younger my family was on a road trip over to Iowa to see family, on the way there we stayed the night at a lake camp ground as it was the cheapest thing we could find. We put up our tent and went to sleep only to be awoken later that night with all the hair on my neck standing on end and by two bright lights…
Ok so here's a "quick" look at the lighting setup. It's all pretty much standard I think. There's a static directional light with almost standard settings.. apart from the indirect intensity of 2.0. Then there's a skylight and a point light (without shadows) to set the black level. I included the current World Settings for…
hrm... so I guess inside nvidia fx composer it's just that my light color wont allow me to to above 1. I'll have to add an intensity multiplier like you suggested. Thanks! However I'd still like to look into doing the diffuse calculation in an additive manner. Because my end goal is to create a shader that takes into…
Light maps require a second unique UV set with your model. This can be done in your 3d app of choice by simply ensuring that no UV's are overlapping (flatten mapping in 3ds Max for example). Its important there are no overlapping chunks and that they are spaced adequately. A second choice wold be to generate your light map…
Good start! The biggest issue for me are the lights. You should place lights in their correct world position e.g. if you want light to come from inside the house, then place the light/s inside the house, where it makes sense to have lights, not where the light is visible. If you find that this method is not enough and you…
The difference between Toolbag and Substance here is likely a difference in lighting. For metallic surfaces, all the color comes from the reflections, so the look of the surface will largely be depending on what sort of reflection data your light sources create. In Substance, you're using an HDRI panorama to light the…
You may want to check into Marmoset Toolbag. It is a real time rendering engine that is reasonably priced. It is great for testing and tweaking textures because the results update and if you are using two screens you can get fast feedback. Unity lights are similar to Maya lights. I often set up a scene in Maya to test…