It's not because of Designer/Painter. UE4 breaks the node because you changed the color space of the texture. You can fix that easily by going into the node properties and changing the "Sampler type" setting.
It's a full painting app. The particles are the cherry on the cake. You can imagine deforming the heightmap too. One of the effects we don't show in the teser is a "throw rocks at stuff" preset, that creates holes and bumps in the mesh, scratching the paint if there is one and revealing the raw metal underneath. You can do…
Another question! Is there a way to mask out parts of a generator? Example: I'm using a dirt layer with a mask that's being driven by a generator. Is there any way I can manually paint over that mask for some added control? If not, I highly recommend adding some type of "sub mask" that you can add much like you add…
Here is our second Substance announcement! [size=+2]Substance painter[/size] is our vision of what a next generation texture painter should be. Keep an eye out for the beta begining of 2014 :) [ame=" http://www.youtube.com/watch?v=cK8TuiVmdW0"]Substance Painter Beta - June Trailer - YouTube[/ame]…
Both. They have their own presets, which you can tweak, you can make your own off those presets by changing the behavior via sliders, or you can actually script new ones entirely. They licensed something called Popcorn FX http://www.popcornfx.com/ so their method for creating particle behavior is what can be used in…
Handling a whole new up axis is not an easy task and would require a lot of changes in our engine, I doubt we would support a change like that. Are you exporting in the obj format ? You could rotate the mesh by yourself before exporting (even scripting it). Also, If you use the FBX file format instead it should handle the…
Cheers! The material picker is already a massive improvement. For those of you haven't tried them, the black/white layer masks are great. Jerc -when you go into Layer Mask Painting mode it's be great if there was an easier swatch for switching between black and white. Also, you could make it more obvious that you were…
If you created your asset using the default Metal/Roughness settings, it's not easy to convert that to a UE3 compliant material. You can use the PBR SpecGloss export preset to get the specular and glossiness but it might not look as expected in UE3 as the lighting model is very different. For KF2 items, you should use this…