This is an interesting method!!! But yes, it is not ideal in the sense that it is difficult to select the values that are needed, i.e. it depends heavily on chance. So, we have two problems: 1. This is a random rotation of each figure by an angle that is a multiple of 60 degrees. 2. In fact, we do not have 6 different…
At 4K? I'd just never work at that res with complex graphs. Or are you using the SSE CPU engine? DirectX10 is faster. Press 1-2-3 on your keyboard to switch modes (non-numpad)
Ahhh, I see. So if you have 3 assigned materials, for example, "metal," "bolts," and "plastic", your multi_material_blend will actually have 4 inputs -- 1-default, 2-metal, 3-bolts, 4-plastic.
If you're using 4.1.1 there are 2 different PBR shaders the "metalness" one uses roughness (white is rough, black smooth) and the other one uses gloss (white is smooth, black rough) they are exactly the same just one is an inverted version of the other.
Is there a difference between the Standard and Physically Based(specular/glossiness) templates? From what I can see, the PB template adds the additional Glossiness output. My target engine is UE3. Which template out of those 2 should I be using? Thanks!
Jeremie, is there a difference between the Standard and Physically Based(specular/glossiness) templates? From what I can see, the PB template adds the additional Glossiness output. My target engine is UE3. Which template out of those 2 should I be using? Thanks!
tile sampler colour layering info idea solution hi guys, long time ago i read a interview on 80lv (sry i cnt find bck the blog) and the artist gives me an idea on using tile sampler colour to splatter the height so it doesnt blend with layers but downside was the height info is inaccurate if is jz a tile sampler colour..…
Thanks for the cavity tip! As far as your shader there are some things missing from the substance pbr: 1. No rim light 2. No SSS 3. No Opacity I'm sure there are more, but these are what come to mind. I unfortunately haven't actually gotten to try your shader - I used XSI then Modo, but I've heard great things about it.
The word is out already :) So indeed today we are releasing SD 4.2 and the free Substance Engine plugin for UE4! [size=+2]SD 4.2[/size]* Automatic and continuous export - Allows you to see updates to your substance in real time in any hot-reload enabled software (Toolbag2, Unity, Maya, etc.) * sRGB/Linear switch both for…