It might be because Marmoset doesn't support features from SD6 yet, make sure to enable the SD5 compatibility mode in the preferences of SD to highlight any potential incompatible node in your graph.
You have construction history turned off, so all actions are "final" in this mode. With history on, you'll have a polyCylinder input node in the channel box like you're probably seeing in tutorials.
I think some more details would be appropriate here. If you are using kismet post some screen grabs or the nodes. If it Unreal script post your code. Shooting in the dark is dangerous.
nope that is pretty much the method i found to work best, though i guess if there was a program like nuke, for doing image adjustments node based that could export luts that would be cool
Hello. I want to do material blending for painting a terrain in Unreal Engine, and I’ve done it using three materials and height lerp. My question is, since I’m doing this with RGB channels, I can’t use more than three materials. How can I use layer painting together with height lerp? I want to increase the number of…
Hi all, I’m an Art Department Director at a game studio, and we’re specifically looking for a very fast character rigger to help us evaluate and improve our rigging pipeline. Speed is the primary focus here. We’re looking for someone who can turn around solid, game-ready rigs quickly and consistently. Phase 1 (Paid Test…
For those who are interested, here is a description of my current setup. First I take my normal map into Photoshop and create two versions of it. To one I apply a Gaussian blur (8 pixels wide in my case), to the other I apply a high-pass filter (same diameter as before). This splits the normal maps into two parts, the…
Also the mathcolorblend node do some of the photoshop fusion modes. And looks like you can't have coloured specular with the standard material. Then i don't know how to use the advanced material :p
the direction of light from a light in max is -z, if you select the light node and set to move mode and coordsys to local you'll see the z axis pointing out the back of the light :) (cameras are the same)
It sounds like you want a shader that blends based on height and slope. If you stretch the terrain up too high and you get ugly distorted textures you will want to go with a shader that has "triplanar". Max is pretty limited on this front. There is a small chance you could piece something together using the data channel…