Hi Polycounters, This is the first forum I'm posting this info :) We've been working on a platform called FIGURAMA, that will allow 3D Artists to do this: * Create Interactive Experiences without coding (in Unity game engine) * Monetize their experiences by publishing them directly to the Audience (using our universal app)…
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.
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…
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
Greetings! We are developing a premium browser-based 3D configurator for fiberglass swimming pools and are looking for an experienced realtime technical artist / game-ready asset specialist to assist with optimization, retopology, material conversion, and realtime rendering workflows. We need someone who specializes in…
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)