I am aware of the composite and ramp nodes, the problem are the nodes for entering the number values. I am also not sure if there is clamp node (min=0 and max=1)
Hi, How can I label and layout single nodes in SDesigner due to export for Painter. If I import my substance in painter, all node parameters are in one column with no dividers or node titles/labels. Thx
Open some of Epic's material shaders and break them down, it may look complicated (wires/ nodes everywhere) and un-commented but break them down (disconnect nodes, preview the nodes (right click on a node > Start Previewing), change the properties of the nodes...etc) There's also this video on how to create/ setup a master…
This was fixed in a later version of Maya, but I believe your problem is this: create a new shader shader Open ShaderFX inside shaderfx graph window: enable Settings / advanced mode enable Settings / Override system nodes enable Settings / Show Node ID drop down a "shadow map" node Go inside this group node by clicking on…
try replacing the lens flare nodes in your material with occlusion percentage node (I think thats the new name) I believe a change went in that broke the old nodes :(
set selfillumination to 100% put diffuse into multiply RGB node, or composite node and mulitply the lightmap over the diffuse. you may need to increase the output of the lightmap it the bitmap node.
I've been trying to wrap my head around how to write a simple custom node in UDK for the last two days with no success. What I want to do is make a node that will separate the red channel from any sample run through it. I have no experience with custom nodes in UDK, and just started learning HLSL, so please no psedo code.