The more nodes that have to be animated the slower it will be, so simple skeletons will animate faster than more complex ones. An educated guess, I believe having one keyframe on every frame --that is, baking the animation onto each frame of the sequence, and setting all tangent types to constant-- is slightly faster than…
I think I know what the problem is.... You see those transform-nodes in there? (shard#) That's the original transform-node from your pieces, and that still holds the animation that drives the joints. I think you've missed a few steps, one being deleting history on your combined mesh. Do this: - Start over from where you…
@halldor "how can I make the settings stick, always when I press play I need to change it again" 1. Open the level blueprint. Blueprints > Open Level Blueprint 2. Create an "Event Begin Play" node 3. Right-click and search for "Get Player Controller" and add it to the graph 4. Drag off of the "Get Player Controller" return…
You will have to tweak the maps to your liking of course. It won't look like in 3DO by just plugging in the maps at least not in Octane and probably not in Cycles as there is no really good preset (yet?). You can tweak the maps in photoshop or do it in cycles with a levels/brightness adjustment node. One way to get the…
Well I figured out my situation so if anyone runs into the same problem hopefully they find this helpful. I create my masks in photoshop, went into 3ds Max and made a composite layer but I'd think a multi sub obj might work? Don't quote me on that part which is why I'd stick with a composite layer. Then I copied the UVs…
Good news, it's totally possible! The shader actually requires the masks be separate, hence the extra input materials at the front end. All the mask slots are there, so if you have the individual textures it's actually a bit easier to set everything up properly. First of all you can delete everything in the Source 1 mask…
This is a great first step! Wayfinder has a neat "painterly" style. Note that it usually takes a few years of practice and creation to learn the skills needed for this kind of work. We have some resources on our wiki that explain some of the work necessary to create work in a similar style.…
Hey everyone! I've finished this recent study in Substance Designer. It took me 4 days to figure everything out. :smiley: https://www.artstation.com/artwork/9eRWBW I wanted to create the stone floor I took in picture when I last visited Montpellier. It has several tile shapes and they all had different materials. It was a…
Heya peeps, I was wondering if anyone knew a way to mask a mesh with an Alpha, and have it 'sample' the scene around it ONLY, based upon Camera Distance and Environment as opposed the mesh itself too. For example; -I have several pieces of paper intersecting each other. -They belong to one mesh, but are under several…
Small update I was able to find a solution for the shading. This person put me on the tip of using the vertex interpolator with fake lights. I created a material function that uses the SkyAtmosphereLightDirection instead of an arbitrary 3vector. It generates something I can lerp between light and dark using the level…