Hallo All, I've ran across a problem with a new project Im working on, the idea of the project is to make a toon-like animation with some ambient light. After trying the different options that 3Ds max 2013 gives ( ink n paint material and the mental ray falloff map + contours shader ) I didn't totally like the result that…
i dont think you're plugging the right things into your refraction node - compare to here: https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/MaterialNodes/1_14/index.html also it should be a translucent material instead of an additive one no?
This image has the PBR values you'll want for leaves http://www.marmoset.co/wp-content/uploads/materialref01.png And you'll want to use subsurface for the translucency https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/MaterialNodes/1_7/index.html
thought'd i'd share your post from facebook. Here is the LONG list if what happened between 3dsMax 2018 - 2019 Rendering Advanced Wood OSLMap Out of the box works in any renderer supporting the classic 3ds max shader API (Scanline, vRay, Corona etc.). It also means it works outside of renderers, anywhere in 3ds max where a…
Question trying to setup my item following the tutorial and getting stuck on this: * With your material instance open, locate this material in the content browser. KFGame\Content\Packages\MaterialLib\Item_Mat_Lib.upk Material'Item_Mat_Lib.CHR_Item_PM' Can't seem to find Material'Item_Mat_Lib.CHR_Item_PM' any clues?
Hey guys, I have a problem with material id order, let me explain the whole situation. I received a car model in 3ds Max and have to do a work with it. Since i really do not like the 3ds i decided to make this job via blender. So the model has few uv map according to the material and materialid. Blender imports it…
Hi guys! this is my end of year school project based on a Windir's wizard's miniature (here it is http://www.gidian-gelaende.de/Material_HP/Windir/Wizards_Place/album/). I'm pretty much done with it, but I still can improve it for my portfolio, so advices and critics are welcome :)
You might want to enable tessellation for the material to get sufficient geometry and then put your data (heightmap) into world displacement input https://docs.unrealengine.com/4.27/en-US/Resources/ContentExamples/MaterialNodes/1_11/ I only see practical use for this for cinematic or maybe very large characters.
The Normal Map Multiplier can go down only until 0.0, cannot have negative value. Multiple UV set what I think of right now is separating it using MaterialIDs and combine it with Multi/Sub-Object material type, but this will separate the UVs (for example 1 texture for head, another for body) and I don't think this is what…
I suddenly had a strong desire to make a military kevlar material. I then had a strong desire to add a padded option so I could work on procedural wrinkles.