The particle color node needs to be multiplied with the incoming texture or color nodes before plugging it into the base color or emissive input. I cant tell from your screenshot if this is already there or not.
EDIT: Solved >Required node: material_surface(bsdf,material_emissions) >Place node between the fresnel layer and the base material layer Original Issue I'm following the youtube tutorial exactly. Why is this red?
Thx @kio @Michael Knubben , I will try it out, finger-crossed for nested node group support, as I am already using node group for my custom lighting :)
The splatter nodes in substance designer are what you are looking for, just randomize position and rotation and adjust the scale to fill the gaps. You can also try the make it tile nodes?
There is a "select" node. You could hook up an integer to it which would act like a mesh id. And the select node would allow you to specify a mesh for each id.
Yeah I think thats more or less correct assuming your using the custom node. Is the refract function supported. I never really messed about with the custom node.
He means on the shape node of the object. Select the mesh, in the attribute editor select the shape node of the head. In the accordion tabs open up the arnold tab and enable displacement inside of there.
when making a material in UDK, you got the vertex colour node, so you could plug that nodes alpha, into the materials opacity, and set the material type to masked translucent.
Right click > Add Node > Color/Grayscale Image Input You can then plug the output of that node into whatever you want and it shows up as an input pin on your substance.
The red bar means that the node won't work with the renderer you have set for the scene. If you want to use the mib_amb_occ texture node, you'll need to switch to mental ray.