hey Jacob sorry for the late question but i've only just seen this now. How you do determine what type of UVing your going for with buildings, with the way unreal does its rendering 1 mesh = 1 draw call and 1 material = 1 draw call wouldn't it be easier having the outside and inner walls as one material to reduce draw…
you probably want to just multiply the lightmap by 2 with a simple multiply/divide node. that said there is a remap colors node that does pretty much exactly what curves in ps do.
It's a bump offset node. Follow the instructions on that link to combine your normal and height map details. The bump offset node uses parallax mapping derived from your height map.
remember , when working on shaders in uengine3 that 1000 nodes for a simple material is way better than using simple approaches to the same effect, because the node tree resembles an opium tree.
Yes, PPE is the way to go, film grain is pretty easy to do, you can in fact animate it with the correct nodes. When you get into crazy nodes, save and save often.
oh and another thing. Check you hypershade node connections to make sure you dont have any transparency connections connected. Such as: from your texture node to your shader.
No. Photoshop is a layer-based image editor. And you want to have a node-based (Nuke for example) workflow features :) Actually it would be the best CG event ever - node based photoshop ;) )
do a linear interpolate node, plug a constant value of 0 into A, a constant value of 256 into B, and plug your gloss map into the alpha of the lerp node. plug the result into specular power.
Hi Jordank95. Wall dimensions question: The best way to determine the needs you are talking about is to lay these pieces out in your 3D engine. Make a 3x3m pieces and compare them to the 4x4 pieces and see what works better for your project. 4x4 might be easier if you don't want to do fractions. Also you might need less…
How do I delete these instance parameters? I cleared them in the actual nodes itself. Whenever I drag and drop the graph into another graph, the overall node still has all the ones that should have been deleted.