https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/ExpressionReference/Math/#power Not as difficult as it sounds! Heres the official doc page for the node, comes with a fairly easy to understand example. As for the seam, you likely need to flip your normal map's y axis/green channel (iirc).
It's usually a no-no, and "pbr incorrect" if you are doing realism/realistic textures. However, for stylized, there's always plenty of things that get overlayed to get certain details to come through. It could look too strong, but can be controlled via that multiply node (.1 = 90% less, .5 = 50% less for example) Creating…
The seams are likely caused by how your lightmaps are laid out. UE4 generally autogenerates them, but their resolution may be too low. This can be changed in the Static Mesh window (when you double click on the prop in the content browser). Compare this screenshot anyway with your previous ones, in lighting mode. For the…
Hmm... It seems a bit beyond me, I'm afraid. :-\ Nothing's turning up about a Power node, and looking up a Math node is just confusing me even more. I'm not even sure how I'd go about setting it up to adjust the contrast of the map. Nodes are not my forte. Also, I've noticed (in a new project scene at least), that by…
Hi I'm completely at a loss with this issue, and I've tried asking in various places, but with no luck. :( I've tried on Reddit and the Unreal Answer Hub and I've either had no response or very little in the way of suggestions. I'm trying to get a baked AO map from Substance Painter to work in Unreal Editor for a…
I believe I've seen Epic themselves suggest to use the AO output for "cavity AO". Most of the AO should be coming from the actual lighting, SSAO, and maybe DFAO.
Yeah, I've never noticed UE4 AO node doing anything ever at all, I'm considering replacing the slot with a cavity map at this point, because I really can't tell what it does, if anything, ever.
Yeah, UE4. I think that screenshot was taken right after the graph had been set up, so nothing had been enabled. I've not used a Power Node before, so I'm not sure how to correctly set that up. ^^; I'm not sure how to go about baking the lighting either. I'm guessing it's not related to rebuilding the lighting, right...?
You can move em back post-baking without an issue. But yeah as you further investigated with the lights - it's something to do with your lightmaps, perhaps none are set up. Did you let unreal handle them, or did you create your own lightmaps in another UV channel? AO seems to do littlle to nothing in unreal right away,…
Just to check, this is UE4? Right now your shader graph suggests you're multiplying the AO map by 0, which would erase any information in the map. Why are you doing this? If you're trying to debug its contribution, try using a Power node instead (and set your parameter to >=1!) Baked AO in UE4 is a bit strange, and frankly…