I'm trying to simulate a in game reflection map shader in maya. This is what I have so far, layer texture, top layer is an environment cube set to additive, buttom layer is the diffuse texture, this is working great and I have a reflection map plugged in where I want it to be reflective. My question is can I some how hook…
instead of using 2 meshes another option would be to create a shader which uses different normalinputs for diffuse and specular shading, a more complex version of this shader would use a normalmap such as jaques posted for the diffuse shading and another one for the specular, making sure the cornea is bent outwards…
Im from a small SEA country (Malaysia) and my life goal has always been to move overseas, preferably to the US followed or Canada, a close second. I did a 3year Diploma program here then worked about 3 years as a 3D Generalist (Modelling/Shading/Lighting/Comp) I live with my parents for the time being, so, over these…
Hello everyone! I’ve been searching for answers to my questions for the past two weeks, but I still haven’t been able to find a solution. I built my PCG setup based on the official Unreal Engine 5.7 documentation and several YouTube tutorials. However, the solutions shown in those tutorials don’t seem to work in my case.…
I did a quick search for the forum and didn't have any hits. After searching the contents of the Quixel Suite install folder I wasn't able to find any .shader files :/ This would be pretty helpful as the "Unity Metalness" workflow in DDO doesn't quite match the Metalness behavior of the custom shader that I have to use in…
There are a few Packets in the Assetstore who can help to go in that direction, if you don't want to make it with Shadergraph and Renderpipeline yourselves. They use Cutom Renderpasses, RP and some graphs. But these packs are pretty solid and performance already i can recommend using them: *…
I had a few questions about this. I have installed them and have no idea how to apply them. I need it so that I can get some sort of in game shader on my models. Just because its more convenient to be able to see the shaders in real time and rendered. I am sick of exporting to the engine and having to go back change re…
didn't mean to sound rude, sorry :/ in gameart it's always a good rule to use only polygons that are needed (considering the system specs tho) so it doesn't matter what your polylimit is, always remove verts/edges/polygons that don't contribute to either shape, shading, uvsetup (splits for tiling etc) or deformation. In…