Hey Guys, just a quick question about canopy shading in Unreal Engine 4. I'm still getting (no matter how hard i try and fix it) this white shading on the top of my canopy where the light passes through the top. I cannot quite understand why its still doing this, I've reimported it both with my own vertex normals and…
Excellent, I have fixed it now. I am viewing the shader in RenderMonkey and it seems that the default cube model it comes with has its UVs layed out as a cross shape. I exported a default cube from Max and the shader looks perfect now. It was only a simple effect - I was trying to make a fan blade spin. Thanks for all the…
Thanks again for your help poopipe ! I will follow your advise then , and stick with shaderfx. I agree with you they must have restrict certain feature to match the stingray ecosystem, it does make sense. That's a shame they didn't have the idea to implement 2 shading model : spec/rough and the metalic/roughness in the…
I'm currently testing various methods of recalculating normals for an ocean shader with some vertex displacement waves. One of these approaches uses sine - cosine correcelations to calculate the normal components, as described here: http://www.antongerdelan.net/opengl/vertex_displacement.html What I'd like to know is, how…
Hey, the question is pretty easy but the answer may be hella hard (I don't know). The situation is the following: I have a character, I have imported it to Marmoset, now what I want is to not see the Marmoset normal shading but rather a cell shading like the one seen in Sable ( https://www.youtube.com/watch?v=4jqWpEHt8lI).…
Nice! What does the texture sheet look like? Is it just the color map or are there other maps? What texture resolution? I feel like there could be more material differentiation, wood vs leather vs metal. Right now they all have similar shading detail. But you could push the wood cracks & knots, vs. leather wrinkles &…
Hi! For a University project I'm currently developing a visual style for the URP in Unity. Lot of fun :) At the base it's going to be a simple toon shading, but I want to incorporate a few more effects from PBR. This current iteration includes Toon Shading, minimal Normal Mapping, a bright and dark color overlay and fake…
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Hey guys, how do you approach texturing models from Fusion 360 if even? This is an FBX export from a BRep to Mesh, medium refinement unwrapped in blender (No retopo). The shading looks correct in Blender but in substance painter the shading breaks.