Hello folks! I have a trial download of the Quixel suite. When I click on the trial version of dDo it wont run up. I tried to reinstall the software but no good. NDO runs good and also does 3DO. The problem remains with dDo. I run on Windows 7 64 bit. Please also ask questions to me if certain things are unclear.
I did some semi successful tests on it. I plan on revisiting it when I get the chance. The key is... It's really similar to actually painting it. The big difference is that you use the gradient map node to "paint" the texture. So you would use the light node to set the base layer of paint, then blend it with the ao node,…
Bal, The Fresnel node is just the inverted dot product of the camera vector and surface normal, which is then sent to a power node (which explains the adjustable parameter of "Power" in the Fresnel node. To give it more control, you could add to this instruction count by multiplying it by an adjustable parameter, then add…
O.O... damn.. okay purpose you've made this: I was practicing just making posing stick figuers trying to correct my bad size scale of body parts and stiff postures of most of my drawings and i came out with this pose which i just thaught would look cool in my head, so then i made it into a pen drawing over the stick…
My sculpt is made up of multiple sub-tools but I've done a remesh and projected enough detail to serve as a suitable surface on which to create some plant/vine like detail. Using the CurveTube brush with Snap turned on and I'm getting some really bad results which hopefully someone can help me with. I've tried varying the…
This is my first substance painter project that i am happy and excited to work hard on it and see it come close to being finished. I never managed to finish anything like this,adding textures and everything because i always tried to make something big,so now,for once...i tried something simple and small. Always wanted to…
Hello Everyone, Upon making texture maps for a model Ive stumbled upon an issue regarding post-compositing. I used a simple BLINN shader, and I call it MATERIAL_Turntable, and my renderer is Mental Ray. My goal is to have light pass through the transparent areas of the planes that are NOT covered by the leaves and grass…
questions like this are best asked on the official unreal forums i wont look into the details on this but here is some general information given an input of some float value like an input axis value, that is going from positive to negative you can use a map range clamped node to normalize the value for example, turn a…
Also, someone PMed me about how I did the lantern shader. I thought I'd just post it here and share. For anyone that's used Unreal much, it's pretty simple for most, and could be done better. Anyway, here's the shader with the explination after: So, this is basically a masked Fresnel shader. Starting off at the bottom…
Yes but if your reference node is gone , usually the reference gets converted to a independent node as well - no more referencing. You could perhaps recreate the scenario where you create a copy of your result node, remove all modifiers and changes to its transform and then start over. But to make things easier you can…