You just need to change the following lines as below, then recompile the custom material node.117 float3 IridescenceBRDF(float3 L, float3 V, float3 N, float The fresnel bias was just my attempt to remove the fresnel from the default lit shading model, so you can disregard it.
Where's the light coming from in your scene? If it's just from those 2 lamps it needs a serious overhaul.. The lighting is very flat and uniform and there's no real source. If the only lights are the 2 inside and those 2 lamps outside, adjusting your lighting to fit this will immediately add 100 times more mood to the…
Hi guys. My apologies if this is the wrong subforum, it's the only one I could find that seemed the most relevant. If anyone's familiar with Tom Shannon's TS Tools for importing Max objects/scenes into UE4, I'm basically trying to modify that to make it a little more "one click solutiony." With the TS Tools you have to…
cool stuff guys! heh ill have my skin updated soon, got caught up with some things. Zat: i will occasionally, if i need to go in to add some major damage / texture to the normal map that is not easilly done in phtoshop (subtle ripples, bubbles, etc). Most of the time though, its all ps. One of the problems with the ps…