Hey you can create the single patten and make the rotation before to plug it in the tile sampler (just set the pattern inputs to 6) I found a hacky way as well bu this is nor perfect:
Is you input parameter correctly setup ? Because I don't have this problem here with the 4.0.2 version on Steam. By the way, how did you create the input ? By using the "expose" function or creating it from scratch ?
You create an Integer Input for your graph, set its widget to "Drop down", then you can use switches/blends in your graph to switch between your materials depending on the index of the selected element in the drop down. You will probably have to create a custom function for that though.
Here is a fun one. It's an animated substance that creates some kind of 3D tunnel. I just exposed a few parameters and it allows to create all sorts of effects, with only 2 nodes. Different inputs could also create totally different results. Not sure if it is useful for a real test case, but it's good fxmap learning…
@JValencia: you can also create new outputs (using space button in the graph)/modify them (by changing the name, and the "Usage" to have a correct mapping with the 3D View). Just be sure to have the corresponding shader in the 3D view :) You are not limited to the ones created by the templates. @ZacD: if you need to bake…
Is the licensing the biggest issue with Blender integration? Also, has anyone done something like substance smart tiles in UE4? I'd like to be able to create a brick substance and apply it to large brushes without repeated tiling.
Substance Dirt Masks and tools Download Substance nodes -RO AO- This is a new AO node that mimicks the ouputs of AO maps in X-normal from a flat texture standpoint. This is an expensive node and highly editable for different results. The base settings should be alright for most textures. -RO Overlay Grayscale- This the…
Hey guys. Im not sure if this question is gonna make sense but, i wanted to know if the way that i am using SD to create textures is correct or not. What I basically do is use bitmaps and sometimes FX maps to create a heightmap. Then I use these maps to derive normals and roughness. I also use these maps as masks to blend…
I have small question, does the position slider in the Histogram scan node and the level in low slider in the levels node basically do the same thing? Im confused as to which one is better to use for creating damage transitions.