A simpler way to do this is to use the 'Fresnel' shader node and plug it into the opacity input of the shader. If you set the 'exponent' value of the fresnel node to something close to 1 it'll be pretty tight around the view of the player. Mathematically it's pretty much the same as Jordans suggestion but just a bit…
the world displacement node actually moves the vertices based on the texture that you're using - useful for making plants blow in the wind etc. what you want is a bump offset node. there's loads of good video reference on udk if you google or places like here: http://udn.epicgames.com/Three/VideoTutorials.html
Thanks @Nuclear Angel I'm having so much fun during the process, I can write Python or Vex to generate and control the parameter which is just awesome :o my next step is to make those carving patterns on the table by using wrangle node and copy stamp node.
Hi guys thanks for the kind words im glad you like it! @kohg The tiles were made in substance designer. The unevenness was achieved with a tile pattern used with the Normal node. but the tiles texture itself was also given randomness with a number of different nodes that helped break up its appearance.
An effect is a filter that take an input, alter it, and then output something. This means you need an input and output node for every channel you want to modify. You can't simply put an input node alone in a graph, it would be discarded during the cooking for optimization purpose. That's why the switch si required.
@throttlekitty I didn't actually realize Maya was based on nodes. I've always liked nodes will have to check that out. In regards to keying in values yea I can do that but it feels sooo slow... would rather have a hotkey. Yea I'm sure the shock will wear off eventually...
Hello to my fellow polycounters! I’ve been working on a character in the evenings after my day-job, in hopes of pushing my portfolio forwards. In the past I’ve either had a fairly generalist portfolio, or the chosen designs were not visually strong. I’ve reflected a lot lately, and decided to push forwards with a stylized…
well fortnite has the epic team behind it so they have a bit more firepower than a solo-developer. but it looks like you can include lumen in quality settings for your game: https://docs.unrealengine.com/5.2/en-US/lumen-performance-guide-for-unreal-engine/ the game user settings has a benchmark node that you can run to…
Name: Ariel Chai Portfolio: www.arielchai.com Email: contact [at] arielchai.com Notes: currently not looking for unpaid work, thank you. Hello, I've worked on numerous commercial games for the last decade. Whether you need stylized art direction or just some assets, I can help push your game to the next level. Please don't…
How is this vray? I mean you preview your material in Max with a vray material and then you export that in a weird way. You are just setting up pbr values in vray, and export that to unreal, right? And those "specular" and other nodes are really just custom nodes with a component mask, right :p