Any chance someone knows if new nodes can be created for UDK ? What UDK could do with is a LERP node that allows triple blends and instead of an ALPHA slot to blend between them an A,B,C slot would be great, one for each map. Could look like this: Base texture Texture 1 Texture 2 Texture 3 A = RED ( paints texture 1) B =…
Main problems I see about Ce3 right now are: 1. Very outdated terrain system. Hopefully it will be replaced ASAP. 2. No support for multi uv channel on meshes 3. Lack of node material editor. I do not expect shader editor by any means. But nodes with access to RGBA channels, with basic math operations (lerp, multi, add).…
You'll need to add a LERP node with a depth biased alpha for the alpha channel, set values accordingly in the node (500 units for example) and the A - B values will blend where it encounters a transition between land /water. You can use this to add a "foam" layer where water reaches land for instance. For actual waves you…
I was running into the same problem last night and your post inspired me to look into it again. Under target layer in the Landscape Edit panel you need to add layers that correspond to the nodes in the material you made. Just click the edit radio button, type the name that goes with the node (ie. Cliff or Dirt etc.), then…
some of the cubemaps are created with world coords in mind, some are created with view or local coords in mind. Its all abut what setting you use in your vector transform node. Cityscape, I believe, is a view space map. If that's the only one you're going to use, then just change your vector transform node. If you're using…
Hey all, I'm still having trouble getting a convincing specular on the metal. It has improved but its still not popping as much as i'd like. So, here is the spec map im using plus the shader setup. I'm new to all this shader stuff so i may be doing something blatantly wrong. I'm pumping the spec map intensity via the…
I also like that it generates normal maps for the procedural tiling textures. Something other node based texture generators don't do. Running a tile through crazybumb works but requires clean up most of the time as its not taking into account that the edges must tile perfectly. Even their free apps like WoodWorkShop are…
In the hypershade window scroll down through your "Create Maya Nodes" bar on the left of the window until you get to a closed submenu titled "Env Textures" click the one you want to use (based on what your reflection map is), then connect it to your Blinn materials "reflected color" attribute. When you've done that double…
@Fabi_G Thanks a lot! I'm not really sure about the normal map. Substance plugin auto sets the maps up and did it with bump node which I felt wasn't working properly so I plugged the normal map file into an ainormalmap node and set it up like this: And Uvs: I did much of them as UDIMS so I could have larger islands and…
I have no clue whats going on but all of the sudden my UV view does not longer equal my viewport view (this worked fine an hour ago) I only have ONE set of UV's Yes, its the correct image in my texture node yes, i'm using the UV's as a coordinate No, my mapping is not altered No dubbele verts No flipped normals. I have…