You should not use self illuminated materials for the projected textures geometry. There's materials specifically for this. I haven't used vray in years, but such materials are often called matte/shadow something. Like this although this example is a bit old. https://www.youtube.com/watch?v=2KEAl0kJSdo
Hello! Glad to say that this is officially my first post on this forum! So i was creating this scene in UE4, but whenever i add a different material the lighting doesn't really work like it's supposed to. On the first image you can see the lighting baked just like i want it to be. (It's only a directional light…
You can also change the default startup material without a plugin go into zscripts folder and edit the DefaultZScript.txt to say //startup [pd] [If,1, [IPress,Material: BasicMaterial] ] You can change the text "BasicMaterial" to any material you have installed and it should work with that.
I've spent a few hours hammering through the UDK material docs now, and I'm still no closer to an actual solution to this. What I want, is a translucent material which renders everything behind it blurred (as if you had put a blur filter on it in photoshop, for example). Basically, I want to make this: And I cannot work…
I open the reimporter to configure input maps, and it seems to go through the process when I press Rerender, but when it's done it hasn't updated the Material ID map. It only works if I start a material from scratch. I am using the newest version of the suite. Thanks.
Hi everyone! I've recently been working on a project with the topic of food. The goal is to develop some nice looking materials that will be displayed on cubes. I've been looking up a lot of references online, as well as other artists works for inspiration, and have created these materials in Substance Designer. I would…
Hi all, So I've been wondering about this. If you use Maya, what is the best type of shader to use to apply PBR materials to? I've been using the "mia_material_x" shader to apply my PBR materials. Is this a good shader to be using in Maya, or should I be using a different shader, or does it not matter? Any feedback on this…
Check how it looks when materials are applied, and it’s put in a scene with lighting and camera angle. Many of these tiny issues become essentially invisible, in situ. But yes, triangles and ngons are ok, as long as they don’t adversely affect the shading. Usually fine on flatter areas.
This is a side by side comparison of a model I am trying to compile to TF2. On the left I have used the material tag $aplhatest in the VMT file. On the right I have used the material tag $translucent. Now when I use translucent the water bottle part of the mesh displays correctly with the right opacity but displays the…
Changing the material is done via selecting the material orb in the layer and choosing a new material. Changing the masking pattern itself is done via DynaMask. I have a full write-up for texturing in DDO that you might find useful: https://quixel.se/tutorial/vehicular-hard-surface-detailing-using-quixel-ddo/