I take it you mean one final Shader? The "Hypershade" is the name of the editor where you work with several shaders, etc. Aaanyway, create an appropriate shader model which has the inputs you'd like, probably a lambert/blinn/phong. Then you wanna map file textures in the appropriate channels of that shader model. One way…
Fixed it ... well kinda - Haven't tested it but it compiles now. I had to comment out some math in the Translucency lighting model function. Might looked borked. //==============================Info===============================/*Soft Light Skin Shaderrelease 1 (First public release)History: - R1 (10/05/2006): Initial…
Hey again! So, since I am not much of a video person I am just gonna post some graphs. My mastershader looks like a complete clusterf*ck, so I am gonna isolate the parts that are relevant to the moss, otherwise it will be too messy :P I am going to assume some basic knowledge of Unreal and SD for this. Otherwise there are…
Here is what I would do step by step. First collapse the history stack down to Editable Poly. To your base object apply push (leave it at zero)then apply a symmetry sandwich. Apply Symmetry, apply Edit Poly and apply another Symmetry on top. Your history stack should look like this: Symmetry (this allows you to see the…
If some of you guys don't reconise this then I failed.......Epicly. My first effort at a largish/ambitious enviroment peice for 'next gen', had fun as well as a whole bunch of frasturations working on it, but learnt bucket loads which is the main thing. :) Feedback welcome. Regards, John
Hey everyone, Time for a new build! :D You can get it via the updater when you start Knald, or go to https://www.knaldtech.com/get-knald/ We have made quite a few changes to this build and fixed a number of bugs!. New & improved ColorToNormal Mode! As of this release Knald has an entirely new algorithm for ColorToNormal…
Would be so much easier if Painter has nodes as an option . With those anchors and mask modifiers I stop to understand anything in my own files just a week later.
For something static it's easy . Just render a picture of whats behind , a cube map projection maybe, and distort /displace it by a normal map with vector warp node . if you want time of day changing and something moving behind the glass you need a special render target in the engine. A dynamic cube map maybe or have this…
Alice Johnson based on the Character from 'A Nightmare On Elm Street - the Dream Master' Realtime model with 80k verts budget 4 sets of 2k maps Using Maya Zbrush Substance Painter, rendered with Marmoset Toolbag 3 https://www.artstation.com/artwork/yP6dK https://www.artstation.com/artwork/yP6dK