Thoughts? Link:https://www.techspot.com/news/112513-unreal-engine-6-coming-2028-aims-streamline-live.html Video: https://www.youtube.com/watch?v=p5d7y1cbWIk A comment said they are using their own coding language?Highly sus to me, i can see problematic moves there if this is true. Just want to hear what people whom use…
it's not pretty or elegant but it works :) start with the theory, basically find the intersection of the ray from the center of the eye ball to the target helper on the plane where the pupil resides. so the rig helper "ball" (the virtual center of the eye) it's parent is the main head mesh, has a lookat constraint (lookat…
I have a follow up question that fits this topic. I am also using Substance Designer and UE4, and while the look of the materials do seem on par between the two programs (especially after the UE4 sRGB uncheck mentioned above), I am a little suspicious of some of my settings, and want to make sure I am doing the right thing…
Practically speaking the only really good way to do this is to do it with custom code nodes. I ported the substance designer viewport shader to shader fx a couple of years ago and it was relatively straightforward once I stopped trying to do it purely with shader fx nodes
making your own is a bit on the 'easier said than done' side - i'm not exactly well versed in driver authoring but my surface level understanding is that it's a bit of a black box as far as Nvidia are concerned. AMD opensource their linux drivers but afaik not the windows ones. if we're doing conspiracy theories (facts)…
Chapter 1: https://polycount.com/discussion/208918/ray-marching-chapter-1-the-very-basics-and-all-about-the-clipping/p1?new=1 Welcome to the second part of the ray marching tutorial series. If you've seen the first part, you are already familiar with the idea, so I won't go into much details regarding the basics. Lets jump…
That's right, tweaking the blend mode of a blend node is only possible inside Designer, once your substance is cooked it becomes frozen to the current value. The same applies for some specific parameters, such as the crop areas of the blend node. You current "workaround" is actually the only solution here.
I can recommend ShaderTool for actual shader creation. It has a node based interface to set up a pipeline to put stuff into your shader, and then you write actual HLSL/GLSL code, so that part is not node based. It's available on Steam: http://store.steampowered.com/app/314720/
we are creating a doctor who mod titled universal warfare, We are currently looking for the following roles to join our star wars empire at war forces of corruption mod team. XML Coders(need to know how eaw XML code works) 3D Modelers,(preferred that you know how the alo and ala exporter works and have it installed) Ui…
Steam version is non-transferable, as it falls under the software subscription version. I am looking for something compatible with the 'Directive 2009/24/EC Article 4(2) Case C-128/11 UsedSoft vs Oracle' if interested in the legal details. EU only, I know that it does not apply to any other location, but for my usage that…