They are really easy materials to make. You could pretty much just use a Base Material node and tweak it to your liking, try playing around with it for a bit. I'd watch a few beginner tutorials on the Allegorithmic YouTube channel if you get stuck, you'll be surprised how easy it is. Here's an excellent thread that…
This works is awesome. Love the theme and the props! Which software did you use to bake the maps? And even the retopology on the ghettoblaster looks a little bit odd to me. Is an algorithm like decimate? Grats on your work :)
Are you using viewport 2.0? Polygon transparency shouldn't be unselectable in normal mode. If you are using viewport 2.0 there are some 'Transparency Algorithm' choices in the renderer options and one of those might work better for you.
Get the unreal plugin either from algorithmic or the market place. Read through the documentation or search for some tubes to start to get a sense for how it works. https://support.allegorithmic.com/documentation/display/integrations/Unreal+Engine
Depending on size of.items youre scattering, that may be a thing to do in engine to avoid tiling and allow more artistic control. For instance, small sticks may be best as geometry and scattered in engine both by algorithm and by hand.
This is because your ID map has noise or other imperfections in it, which DDO algorithmically filters out. Ensure that you're loading an uncompressed PNG into DDO, and that your IDs are generated at the highest possible quality settings.
Ha yeah thanks, leaves are cellular automata, but regardless, my point was that an algorithm can generate trees better than any human because it can run processes that are similar to what the trees themselves do.
LSCM basically unwraps parts of your models automatically. Since the algorithm can't guess everything you want you can pin vertices (give them a fixed position they have to keep) to influence the result.
tessellation is not something new, the thing of displacement maps + tessellate is very old, you can check out the nvidia developer pages. Don't know if you remember games such as Messiah and Sacrifice, they used tessellation and i played Messiash with a pentium 200mhz and a voodoo card. BTW, modo uses vector displacement…
Sharing my mask generator for painter:) I created this as a simple masking method compared to the built-in generators. Seems like most of them do too much or something too specific. To use, simply add it too a mask as a generator. It will auto-plug in any maps baked out in painter, and will update if rebaked. It also has…