So I'm working on this material in Alchemist, and I want to import it into Painter, just so I can export it with custom preset. But material and maps look different. Height map is adding to normal, and height map itself looks completely different exported from Alchemist, compared to 2D view from first picture. If I disable…
Hello Tech friends. I have a quick Vray material question that I was hoping to get some help with. Ultimately I want to combine 2 or more normal maps with in one material so I can have a sort of detail normal map layered on top of my normal map that holds all of the surface detail. I am using Vray 2.0 Not sure if this is…
So I made a model, instanced it a bunch of times in the same scene. I wanted to then update the main model and apply a different material to it, but the material only gets applied to that one instance of the model. Any way to make an instance and have it look to the parent for the material as well?
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…
Hey everyone, I'm looking to create a photorealistic PBR (Physically Based Rendering) material/texture for a tennis ball. I'd like to capture my own photos of a real tennis ball and use those as the basis for the texture. I'm wondering if anyone has experience with this and could offer some guidance. Specifically, I'd love…
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…
The material ID map is a map of all of the materials you have applied to the high poly mesh, where each unique material gets a unique color. So, if you only have one material applied to the high, this is the expected result. To bake out vertex color, bake an Albedo or Vertex Color map instead.
Have you looked at the Bio Rifle material in the UDK? Might be good as a reference for what you want. 'WP_BioRifle.Materials.M_Bio_Blob_02' As for getting the material animated you could use the WorlPositionOffset in the material editor. Again the UDK comes with a good example of this here's the instance for it…