Hi Ilya, I used the 6 z-depth renders in Substance Designer with the scatter node and layered them with a variety of scales / rotations and 2d transform nodes until I was happy with the result. The hardest part was getting the stones to stand out individually and not blend together. In the end I had 18 layers of rocks.
If you have used Textools it may be affected the node properties of your low poly. The fix is easy, create a box, attach your low poly to the box, then delete the box's verts. This sorts out the node propperties and it should work again. I have had the same thing happen before. Good luck!
It's looking much better now! Thanks a lot. The only issue now is the Subsurface color appears to be affect by adding the two sided node. It's still coming through however the color is different. I'll attach pics. Should I be assigning the Twosidedsign node to other channels as well? Or just the normal? Thanks again Ram.
hi this is my attempt at a cavity and convexity map ambient occlusion works well for a cavity map the convexity map isn't perfect but I thought it might be useful I made it from a displacement map and some nodes the wavelet filter is a node group I made thats similar to the wavelet decompose effect in gimp
--In Addition, there are no ninja loots, everyone will get treasure off a boss for example. --There are no ninja gathering nodes...everyone can mine, harvest or gather a node that is on their own minimap. --Suspend your knowledge of what you think a Thief, Guardian or whatever is supposed to do...this is an MMO as it…
I don't use vray, but this behavior makes sense. When you change opacity of the blue material the blend node is using that like a layer, so you get more grey material as a result. You'll want to add another node after the blend for total opacity, or find a different way to blend the two.
JordanW is right. Just a basic, static, opaque phong for a water body might look a bit weird, so when you add more to the shader the amount of instructions and nodes rises quite fast. But i have to say a lot of the materials you see on the web have so much redundant nodes in them.
actually another trick is to run your normal map through an rgb>luminance node and apply the output of that as a bump map which would work with convert to file texture. . .or you could just use the out alpha of the normal map's file node as a bump map too, not sure if the results would be that much different.
with Maya it's usually either the material or something getting disconnected / bent out of shape in the history and causing the link between a shape node and material to get borked. Sacrificing your first-born (or deleting history every third operation) generally helps to avoid this sort of bullshit.
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…