Maya maintains history for all nodes and a uv is a node just like everything else. This sort of linking happens all over the place and it's useful for stuff like rigging and non-destructive operations - you happen to have identified one of the countless situations where it's shit.
I switched the engine to SSE2 and was able to track the distortion down to an overdriven warp node (value 17.5). Is there an alternative method to the warp node that will result in less distortion? Also, for future reference which engine should I use when building substances for Unreal engine?
assuming it would be done with a dot product, "camera world position" node, and "world position" node, and useing that to drive a lerp with 2 constant 2's for your fully tessellated and un-tessellated values into the tessellation factor of the material. that would get a basic one going.
Hey guys, how are you doing? It’s been a few days after my last post and I can say that I’m progressing at a good pace. I’m breathing this project almost 24x7. Watching medieval movies, games and looking for art in general that makes me remember this project. I can see the importance of trying to “live” in your environment…
Hi communty. I can't find any useful resources or tutorials about "Editor Apply Spline" blueprint node. I want to deform my landscape using spline blueprint. I saw someone in marketplace achieved that result through the blueprint. Anyone knows how to use that node? Thanks in advance
I have latest Substance Designer and Marmoset, when I load a sbsar into marmoset the exposed parameters are there but changing them doesn't make a difference. I'm guessing it's marmoset not being updated to the latest substance nodes? It uses nodes such as floodfill, would be a shame if I have to replace them to get this…
No , I meant not making small bumps by connecting "normal" node but rather putting very low contrast (around 0,5 gray) textures of different maybe inverted gradients to channels of normal map itself . With rgba combine node. Starting from only single channel at first
Create a constant3Vector in the material editor, set the values to something like 1.3,1.3,.7 (some people even put 0 in the Blue channel, but I don't). then create a multiply node. Connect the normal map and the vector to the multiply node and then connect its output to your normal slot.
The log doesn't say much, unless... do I have to rename the master bone to root? Don't think that will make a huge difference? Writing 2 Node(s)... * "master" * "attach_hitloc" Writing Animation... * Exporting 61 frame(s) for 2 node(s) Export complete!
Seems like the only way to separate color channels is by using the component mask node. I've tried by directly linking the channel to the next node, it didn't work with the latest version of UDK. (even tho it used to work in the old ones). Make sure that your heightmap is in 16bit :)