Hey guys, Working on a simple material for a scene and having a bit of an issue with the blend. When you get closer to the mesh (see gif below) the top material fades out. Been troubleshooting it for a while but not had much luck sorting it yet. Blending the two with a MatLayerBlend_Standard and using a World Align Texture…
Hi, this code is modified by bodizz (he gave me the blinn command ) but I want to add lambert material also so I changed in the Blinn material command. After changing the blinn command they both are working as a Lambert command or lambert material how can I make it unique. proc createMat(){ string $sel[] = `ls -sl`; string…
Not really. A book cover is a fundamentally different thing from the writing itself. Though I guess you could certainly have a great-looking 3d model that has super ugly wireframes, crazy terrible UVs, messy material structure, etc. But good-looking 3d art is more exclusive than well-formed but non-pretty 3D art. Harder to…
Winged_wanderer when you create your project, below the input maps, does it say "Clean Grey Preset" ? If so, click the drop down menu next to it and select "Default materials" i think this might be why you´re not geting any materials. Worth noting however though is that some materials are in fact missing right now, so best…
every time I drag a mesh to the map it always has the red "replace me" so I assign a material with the material browser, and everything looks fine and dandy. But, if i bring in that same mesh again from the brush tab it still has the "replace me" texture to it. So how do i "permanently" assign a material to a mesh, so i…
Hey everyone, Just a quick question regarding high quality material creation and blending in UE4. I'd like to know what or if there are any big advantages using the Lansdcape tool to create terrains vs. just importing a static mesh terrain (which was nicely sculpted in ZB) when it comes to material creation. I would like…
Because of what Scooby mentioned, how material works on a polygon basis, you can end up getting artifacts like you describe because there won't be a smooth transition from one material to another, but a sharp edge. If you have cavity masking on you wouldn't have been painting your material in the cavities, and thus you…
Make sure that in Max the order of materials in the sub object mat is not changed. So it must be 1 2 3 4 etc, and not 1 4 3 2 etc. as Unreal won't handle that well. Go over all names in Max, make sure the names of maps and slots are unique. If duplicate maps and materials between materials in Max they can end up having the…
Hey guys. I usually lurk, but I'm having some trouble with a postprocess material I've been working on. I'm trying to selectively mask zdepth in relation to the current location of the pixel being drawn, or pixeldepth/destdepth if that makes sense. The problem is, I've done a lot of research and tried a few methods but I…
Hey everyone, I heard that it's not advisable to have a shared material/shader for some types of surfaces (e.g. metal and skin) because they both require entirely different setups. Now I'm working on a car and wonder if and how I should separate it before I do the textures? It mostly consists of metal, glass, rubber and…