ok I figured out a way to do it. What you want to do is use terrain layer nodes as the mask texture for a lerp between the two materials. The simplest example would be to have two terrain layers, one black, and one white, then feed that into the alpha node of a lerp. You'll need to component mask the layers to make them…
Here is how I usually salvage my work from this issue: 1. Duplicate the lowest subdivision and delete the higher sub divs. 2. Subdivide your mesh back to the same level. 3. Mask off the problem area on the duplicate. 4 Project your original sculpt on to your duplicate with the masking still there. You will have to resculpt…
Yep, we keep all textures in one folder for a given UE3 package. Files have simple name conventions like AcidSpill_D (diffuse) AcidSpill_N (normal) AcidSpill_S (spec) AcidSpill_R (reflection mask) AcidSpill_RGB (for channel useage, ie; red=spec green=reflective mask blue=gloss) Over-organizing can slow things down. Keep it…
Yes ! :) the bright values in the alpha mask will pop up first, followed by the dark ones. that's why Height/displacement maps are commonly used as masks. As Eric said, Unity automatically convert your source images to compressed format for the game. you can use any format you want, that support alpha channel (…
This is looking cool! But as I understand it this is to be flat lit which means no emissive. Theres no reason you cant have the effect you want though, just use the mask for the emissive as a mask to change the hue/colour dodge your existing texture in photoshop :) I'd also suggest baking a top-down gradient map (or if you…
i would... sculpt the sail for pinching and large shapes create a second set of tiled uvs...with a ripple normal map plugged into it with a time controlled scroll...masked out by a vertex mask at the edges...then bone the entire sail so that it could rotate fill etc if you use real time displacement. i would do the same as…
Cheers Xendance, Yeah I'm using a 1bit alpha but I'm pretty sure I've got the channels set up wrong. I'm plugging the alpha of my diffuse into the opacity mask mat channel and then the blend mode is set to masked. The alpha comes out fine but it's not showing as double sided. I'm not sure if that's down to alpha sorting or…
Yeah you basically have zero specular there... it reads more like butter than metal. :) Another thing that can really help is an environment cubemap for reflection - you can use the specular intensity to mask this, although ideally a reflection mask texture can be used. It's not vital, it just helps to sell the reflective…
When i click on a layer or create a new layer or create a fill layer, or want to remove any of them or want to select any of them or create masks, or remove them, or select masks or generally whatever I want to do there, with every 1 click the window comes off (no longer maximized) and until I don't maximize it again the…
Can that option be added to a future update? I'm having to bake something that has overlapping meshes with parts being transparent via alpha masks. 3D Max's render to texture will just make everything under one object/material transparent are clear as well. Marmoset 3, while the high poly previewer shows the opacity…