Trying to come up with some solutions for proper normal blending for layering tileable and detail maps in Unreal 4. Did a little write-up >here<, wondering if anyone had a different way, or maybe thought this was incorrect. Definitely not 100% sure how (or where) Unreal recreates the blue channel after the BC5 compression…
So the basis is I like snow - a lot. And if I wanna make a snowy village perhaps, would I be able to make my buildings and props not have any textured snow in them, and be able too paint snow onto it through vertex blending? [ame=" https://www.youtube.com/watch?v=otedqKHET1w"]Rock and Snow Up Vector Blending Demo Part 1…
Just curious since I've been here so very long besides color bleeding "possible issues", with what i will mention what other issues are there to it? When we where learning this stuff back in the day (& this also works for concepts) was work on it at any resolution & then scale it down by /2 sharpen [not over sharpen], & do…
Hey guys, I'm currently using the "Blend If" option on some layers in Photoshop to position textures based on other layers underneath. Is there any way to actually apply this effect once I have it the way I want it? The way it is now, if I hide or remove any layers underneath the Blend If layer, it ruins the effect. Thanks.
Hey all, ok every lightmap UV is on UVW grid and there are no visible seams and bugs except on few areas where couple of closed meshes intersect each other. like one mesh is inside a little of another mesh to form another object, on these areas im having light bleeding. It was a known issue if you model stuff like that in…
Noticed that switch blend takes 1 ms less at 2048x2048 + non binary alpha. So why everybody uses copy blend then ? Is it pre-multiplied alpha vs source alpha ? That said I don't understand this alpha choice either . See no difference in 32 bit mode I usually do my substances due to more predictable and unrestricted height…
Why when I am using height blend + paintable mask in Sampler I get this sudden height cliff ? . My guess the paintable part of a mask should multiply or add on one of two layers height . When I do same kind of depth blend in Affinity photo or even Photoshop there are never such artifacts. I tried smooth and blur slider but…
I'm trying to blend two layers together but I can't get the look that I want. I want to blend a layer of dirt with a white canvas background and this opacity gradient effect is ruining the transition. How can I fix this?
Hi everyone! First off: Thanks for taking the time to read this. I have the following problem: I've created a tree model, which has a trunk that consists of two parts. The bottom part is a retopologized version of a 3D Scan, while the upper section uses a tileable texture that was created from the scanned texture. (Click…