I remember seeing a periodic table looking chart for dDo a while back. It basically had a bunch of color swatches that had numeric values listed by them; dDo would then use those color valuse to determine the material. I can't seem to find it on the web; does anybody have a link? Or could you attach it to this thread?
So I'm trying to recreate the distinctive expanding ring of dust and debris being kicked up from an explosion. https://www.youtube.com/watch?v=B7U8-CqhYu0 I don't just want to do it with a flat particle that grows in size, as that wouldn't properly react to surfaces of different angles and shapes. I was wondering if it'd…
This post is also on the UDK Forum here, I just REALLY need this fixed :/ I have a material that I want to go on a trench-like mesh. I need it to blend between the surface/wall textures and can do this using a Constant3Vector Dotted with a Transformed Vector, and use this as the alpha of a lerp node to blend between the…
Hi! I am an Environment Artist with over 2 years of experience working in games and metaverse industry. Comfortable with modular kits, procedural materials creation in Substance Designer, enjoy foliage modeling and organic sculpting. Looking for freelance. TECHNICALUnreal Engine | Unity | Maya | ZBrush | Substance Painter…
It's my first time working with the material system in UDK and I've stumbled on this weird error. I've been trying to get the glossiness to work as it does in Max, and from what I read online, the best way is to plug a Lerp node into SpecPower with min and max constant node values plugged into A and B and the glossiness…
So i've been creating a sort of icy cave with pools of water etc.. And i've run into a snag when creating caustics, so im basically trying to use a light function to create the effect but what i've noticed is that the function doesn't work properly when i place the light near rocks that are using a subsurface lighting…