had to check for the project, switched machines in the meantime and didnt run it in ages. but regarding that rimlight. this is a 1 bit mask of the custom stencil buffer set to 12 (could be any number really, dont even ask why 12, dunno anymore :D ) here is the custom stencil mask applied per object (so it doesnt apply to…
At a guess make sure you're using the right channel in the render to texture dialogue. Look at mapping co-ordinants and make sure 'use existing channel' (and channel 1 most probably) are ticked not 'use automatic unwrap'.
This seems to be the case and is same way it works in Substance Painter. The idea is just that it gives a convenient way to convert grayscale maps to normal?
Weird problem... If it only shows up with super sampling on then I suggest just leaving it off and render out your texture at 8X the resolution and resize in Photoshop.
is it a good idea to just master the Allegorithmic pack, or are there other tools that a studio might want me to know. I want to work in the game industry as an environment artist.
Hello guys, i 've got this problem when trying import sbsar file into UE4 . The basecolor look like this in Substance Designer : and in UE4 : This is the Substance's setting i use in UE4 : SD's graph size is Parent x 1 . I tried to change the Substance Engine in UE4 to CPU , it looks better but still wrong on some…
Hi there - Always looking for ways to update/improve my portfolio. I notice that a lot of people don't display their AO and/or Cavity maps on their portfolio pages? Is this just due to the fact that AO/Cavity maps don't really need to be displayed since they are pretty obvious? I would love to not have to show them, just…