you should hook your gloss into the alpha channel of a linear interpolate node, with a low value of 8 and a high value of 256. your node should look like this: a: 8 (constant) b: 256 (constant) alpha : glossmap plug that into your spec power.
Okay. To run a console command in game, open up the level blueprint, put an "execute console command" node, hook it up to event begin play, and put your console command into the node. This will make the console command to be executed once you run the game.
Thanks yea I was just under the assumption of less nodes means better, but now that you say that and I do it it's actually less nodes to do it with single mat blends since I don't have to make the color ID mask. Thanks for the help!
good ole google: http://www.christopher-thomas.net/pages/...ra_transfer.htm scoll down or do a ctrl F to find bake animation. there is a link in there for a script. looks like it should definitely work since it's asking you to pick the node to bake, then the node to bake onto.
Some exporters allow you to set a scale when exporting, but I'm not familiar with the one you're using. To expand on what Poopipe said, to reset scale/transforms after you scale it go to... Command Panel > Hierarchy tab > Pivot tab > Click Reset: Transform and scale buttons. This is different than the xform utility and the…
Hi Guys, I am sure i have done this in the past and I know its possible.... If I have a custom node, and I have inputs for that node, how can I check if the input has a connection? i.e a value is connected to the specific input ... I'd like to set a flag somewhere so that I can do something else if there is a value…
Use your buffer visualization mode to check specular/roughness differences, check it under different lighting conditions (ie: when the sun is behind the grass, does it get darker than the landscape?). This is sort of to be expected, though; grass cards are generally perpendicular to the landscape so they will receive light…
You even don't have to make any fancy mix of gradients. Just use utility nodes "NS" (normals shaded) from its drop down list and input it to map to material node (or whatever equivalents in Maya) Works pretty much the same as in Clarisse
Maya maintains history for all nodes and a uv is a node just like everything else. This sort of linking happens all over the place and it's useful for stuff like rigging and non-destructive operations - you happen to have identified one of the countless situations where it's shit.
I switched the engine to SSE2 and was able to track the distortion down to an overdriven warp node (value 17.5). Is there an alternative method to the warp node that will result in less distortion? Also, for future reference which engine should I use when building substances for Unreal engine?