Scene Setup and Landscape Workflow in UE4 and World Machine + GeoGlyph 2.0 I tend to go straight into Unreal to begin blocking out an environment like this, as opposed to setting up a fixed camera in Max. I may go more into the reasons why as an addendum to the thread later, but the simple version is this; in my…
So I'm going to be doing sprite renders in Mental Ray for a while and wrote some custom shader networks in the Hypershade. On one, I have 12 or so attributes around the network that need to be set per surface/asset. What I want to do is have an easy collection of them, so I don't need to dig through the hypershade each…
so i got so far on this , but as with xgen I want to make a distinct parting , but the clump modifier tries to push together the hair guides either side of the parting. I guess there whould be a way to use a texture map to do some kind of region control map. Any ideas? I did try a black and white texture map for the…
Just to clarify. The software I am developing is more similar to Photoshop, GIMP or Paint.net, than to Substance Designer or Nuke. Because of the nature of a node based engine, almost any workflow is possible. My first objective is to implement all the functionality of Paint.net, with some extras like non-destructive…
Hello together, lately our lead engine coder notice some weird normal errors in our engine. Plenty of meshes where containing NaN illegal normal, tangent or binormal vertices. After some inspection on those meshes we found the problems within the mesh topology itself. We also are using mikktspace for generating the tangent…
Goal: Selective Blending Ultimately, what I want to achieve is the ability to selectively blend different channels of the decal with the underlying material. Examples: A metal bolt overwrites roughness, normal, metalness (usually) and color (in most cases) values. A crack might overwrite normal information and maybe…
Wanted to drop a quick pipeline piece we did solving a data-bloat problem. We needed a reusable, highly deformed eye rig setup for a stylized project, but relying on geometry caching to bake out the lattice deformations was killing our data foot print. We’ve shared a quick, high-level teaser of the rig over on LinkedIn if…
http://farm8.staticflickr.com/7237/7114801515_d526a68d0e_b.jpg 1.)*see pic above*I'm rather new to UDK, but not once have I opened a file of my scene and everything is where I left it. I used to get this error as seen in the link above, and continually get errors when trying to save, that there were files outside the…