Hello, I've been using and experimenting with UDK last few months, so this will probably be easy as cake for most of you. I have an elevator set up, controlled with kismet and little unreal script (custom sequence action). The problem is with matinee animations. I have 4 floors and 4 switches (one on every floor). I also…
Just in case you're not aware of the current 3D gamedev industry situation: it's not good. Lots of layoffs happened which means you're competing vs. people who have a lot stronger portfolios and most likely more experience. Prop artist role is very rare, Weapons artist role is probably even more rare nowadays and the bar…
I would suggest generating erosion on the terrain using a dedicated tool like WorldMachine or Terragen or the like. This will make a splat map for you, which you can use in a Composite node as your layer masks. To isolate the RGB color channels you can use Color Correction nodes, or even easier just use a single OSL Uber…
Yeah.. When you can afford it ^_^ On a side note... did they change the group node key in the UDK material editor ... I could have sworn it was "C" in UT3. Maybe I've lost my mind.
Ah you're right, it's been a while. I hadn't actually animated in my little test scene. If I also uncheck Use Nucleus Solver on the hairsystem node it animates for me while in static mode.
Thanks everyone for the kind words and the great questions! Let’s dive in. Working in VR is truly like walking on a razor's edge. It’s a technical hell where every decision must be calculated ten steps ahead. Performance requirements (high resolution across two displays + high frame rates) leave no room for error, and you…
Hi. If I export my texture as mipmapped DDS from Photoshop, do I still need to set the filter type in Maya's file node? Should I set the filter to mipmap, leave it as quadratic or set to None?
This is in Maya shaderFX but should work the same in max Make a new shaderFX material, go to advanced mode, delete everything and then recreate what you see below In the texturemap node simply set the filter type to point
This is super neat ! One piece of feedback : including a screenshot or a written note in the add-on description mentioning that it requires the Mapping and Texture Coordinates nodes to be present. Even just an external link to a picture would do the job, I think.
Start fresh and try working towards an extreme version of the effect you're after, and then tweak it back. By that I mean punch a transparent hole through the object with the Layer Weight and the ColorRamp nodes, because if you can't even do that then you know the nodes are wrong. - When mapping a scalar value with the…