Amplify Color is one of the leading choices for accurate and high performing Industry Level Color Grading. Extremely easy to use and to integrate in your project, no coding required. An efficient color grading extension comparable to industry standards used in VFX and Film, future proof and high-performing even on mobile…
I'm making blend shapes on one half of a symmetrical model, and when I duplicate and flip it to the other side of the model, the flipped blend shape does not match perfectly; two to three verts on the flipped blend shape aren't being affected. I figured the problem was that the model was ever so slightly asymmetrical, and…
I don't know if this is right to ask here, but I can't find a solution anywhere. Could anyone let me know if there is a way In UE4 to vertex paint blend between different materials instead of individual texture channels? I'm using some fairly complicated materials and vertex blending every texture is way too complicated…
Make sure to blend the edges better ie where the terrain meets the rock, make it slope up a little bit into the rock and place bushes and other things to break up the lines. - Bigger rock breaks up into smaller rocks etc. - Breakup cliff-line with rocks and bushes - Blend rocks with a nice gravelly texture that also blends…
@tits thanks for the comments. I still haven't properly uv the hair, but i won't leave it flat. But no clue yet on how to tackle it. Reworked a little bit the knee, but needs more work. I shifted from photoshop to paintoolSAI to manage the blends (it has pretty cool blending brushes), but i'm more interested in visible…
I quickly ran out of textures interpolation, when trying to blend 4 maps, with 3 textures each (Albedo/Spec/Normal), on shader model 3.0. the only solution I found is to replace the Green/Blue channels specular textures with colors. Here is what I got so far : lerp blending : Height Blending : If this is what you want, you…
Off the cuff, 2 UV maps with non overlapping seams, blended via vertex color data guiding a secondary "coverup" texture, blend it using some sort of noise so it doesn't look bad. A suggestion would be to set it so that you have a primary UV for the main rock texture, and have the UV offset randomly based on object ID or…
Hi. Is it possible to blend some textures together, and then manipulate the UV:s for it. As I get it, you can only plug Texture coordinates in to a texture2D but the results from my blends would be a float.... Is it possible to turn that float in to a texture2D somehow? Here's a screen of what I'm working on. I'm trying to…
In Anno we can camera rotate/move/tilt freely to see all angles. Buildings with "terrain subtraction" are very detailed and seem to cut and fit perfectly on the ground, with animations and in some cases water inside it. The texture splatting/blend remains even with the building placed on middle of a blend, the texture does…
I think we're talking about the same thing. - Alpha test is just checking to see if it is transparent or not? True false, on/off kind of thing? - Blending is checking to see how transparent it is? Then deciding how much of the transparencies behind it are seen and if they're partially transparent more code grinds on? Just…