1) Not sure about this 2) Use a noise texture for random inside materials. HLSL/GLSL have no inbuilt rand() equivalent. You might be able to generate a random material parameter from inside Cascade. 2b) There's also a tag on the texture sample node for each of the four channels, no need to explicitly filter. 3)Don't know…
Hey guys, I've been experimenting with some material tricks and particle effects, and I've run into some questions I can't google my way out of. #1 - Can I get emissive textures to show up properly on a two sided material? at the moment the 'outside' face has emissive effects, but the 'inside' face does not. #2 - Is there…
1) Yes this should work without a problem. If you are having issues with something not showing on the reverse side, my first guess is that you're using a fresnel/camera vector/reflection vector that is returning negative angles for the opposite side, thus not displaying. I usually fix this with an ABS expression. Otherwise…