Does anyone know a trick to make Painter work same as Designer where height doesn't immediately produce shading until you put Height to Normal node on top of the height exactly where you need it ? Mixing height on top of baked normal map + masks adds extra complication and turns everything into utter mess. I prefer layers…
I haven't used Arnold for years and forgot everything about it already. But to render just a beauty de-noised pass with such a shadow requires a black background, not white, in the actual rendered picture and having the actual background still reflecting in your object material . Usually all renderers have a way to do so…
I assume you are using Arnold? Mari just spits out a texture map, so what you see is what you get. It looks like texture filtering or a low resolution texture map that are giving you this error. You will have to verify inside Mari. Make sure you working in 16bit as well. Personally, displacement maps are overkill for this…
I got it! I needed to turn Screen Align off for the scenetexture nodes, but leave the screenpos aligned. I have another issue now though...it flickers. I changed my shader to better reflect my intended end result, which is a sort of impressionist painting effect. Essentially what this does is take the pixels with…
Most of the blurring techniques - real time and non real time as well - are iterative. What this means is it need to do some math X times. So either you can put the same math X times in the material editor with the nodes or you can just use the custom node and make a "for loop". In short, there is no blur node, and you are…
There's a nice voronoi node on gumroad somewhere that some of our foliage artists have used to great effect. alternatively you could look at igor elovikov's nodes which shuld allow you to create the same sort of effect
Okay not a lot of new animations that haven't been seen in this project before but wanted to note a few little animation workflow things that might be helpful for anyone. -Rotation of joints different in unreal than in maya -- unreal resamples animations on import. This can cause rotation differences compared to what you…
Unless I am missing something as well, don't think you are missing anything. Don't even need to get the component mask for R in your one> You are component masking a float but it's already a masked float straight from the vert color node, so that shouldn't do anything. The other graph basically ends up multiplying the vert…
In fairness max went at least 10 years without a built in way to reliably fix up broken references more than one at a time. Substance could do more to streamline the process for sure but the dependency manager does actually do what you want, it's just not feeding you the information on a plate or automating the process for…
Oftentimes this happens because you delete the static mesh in the package. Unreal can't find it if you deleted it, right--but it still has a 'node' of it placed in the world. You can do what santewi suggests, but it might be quicker to do a'map check for errors' (from one of the top dropdown menus--can't remember which)…