I'm creating an interior in UE4, and wondering which is the best method for creating a cove light, such as the one pictured below: It wraps around the entire perimeter of the underside of the ceiling. Would you use an emissive material, or would you need to create a series of lights that follow the cove? Any help is…
I was watching this tutorial on how to create a brick wall material in Substance Designer :https://www.youtube.com/watch?v=LjTONstmYz0&t=1195s At 19:35, he used a node called the Get Slope, which you can adjust high clip degrees/low clip degrees and falloff. Does anyone willing to share this node? Or does anyone know if…
You would just question me on just enough to get me to write it wouldn't you? :P Thanks for the push. It took far longer than I'd thought all because it took me a while to remember/figure out the general form for making these sub gradations, but the mental math felt good. I finally had to break out the paper and work out…
I'm using "unlimited bounces" via a feedback loop (i.e. revoxelizing the scene each frame and re-injecting the indirect+direct color values into the same 3D texture). It's very difficult to see due to the low-quality of the cone-traced refraction, but technically you can have multiple refractions through several different…
I'm coming back to the US after more than a decade abroad, would like to work in a walkable/bikeable city on the west coast. I'll be available in a couple months. I will partake of the free office coffee and you guys can hear me swear whenever Zbrush crashes, it'll be great fun. I do a lot of scifi and fantasy stuff. I've…
You could try C4 engine, it's mac compatible http://www.terathon.com/c4engine/index.php The samples on the site might give wrong impression. It's actually very capable graphics wise. The engine also uses a very similar shader node system as in UDK. The downloadable demo comes with the full game editor so artists can use it…
I fear that the tablet might be just as difficult as the mouse for you...UDK isn't really built with disability usability in mind, but there's a few things you might be able to try: -maybe use snapping to help you move objects in finer increments with the mouse? Likewise, you can manually type in movement values a lot to…
OK, did some more of my own tests. I get a completely flat face with a couple of the cube faces, which is definitely a good thing. In Photoshop I painted over the render target with 127, 127, 127 grey, then set the layer blending mode to Difference. This should nicely highlight any areas of the cube that aren't flat. Some…
Hi guys, I'm glad to see this thread around from the times I wasn't a polycounter yet. Thanks to Bitmap for starting it and to all of you who hanged around. I don't know how to say how much I strive for information about users experience with IllusionCatalyst. I requested good time lapses references (here) to see how…
Shader coding is a very specific field in itself often with its own quirky languages and requirements, you'd usually have a specific programmer or TD for that job. I wouldn't imagine it's common for any artist to need to know shader code for employment, although it's a very good skill to have - most engines will have…