Hum i see what would you suggest to be able too fix the issue? was thinking of changing the base rock texture, maybe would help you think? :) thx for critics greatly appreciated :D what i did is to tile some rock surfaces that i had in my photo collection then i blended them together, as i now see they seem to noisy... in…
Hi! I wanted to share a bit more of the math to make sure it's clear what's happening. So UE4 uses range of 0-1 for specular which gets multiplied by 0.08, and as previously stated this only gets used for nonmetals. So the default Specular of 0.5 gives you 0.04 aka 4% specular reflection for dielectrics. The reasoning is…
good read so far, thanks for the link. i was looking at their ellipses, and noticed they even point out there is a difference between constructing it with 2 points vs 1 an that neither are correct. they said the "radical" solution is to draw it with its major axis paralleled to the horizon line, which is like drawing it…
man'o'mule: The fresnel term is really a 0-1 range based on the camera to surface normal dot product I think the math goes: (((LookDirection dot Surface normal ) *-1) +1) ^FresnelStrength Which, if applied to specularity or diffuse, makes pixels brighter the closer they are to being perpendicular to the camera's look…
The outsourcing was a tiny component, mostly some misc destructible items and a few homeless /bum type characters. A lot of other developers seem intent on pushing the point that there must have been a secret army of outsource resource we used but sadly there was not ( though I'm not trying to say this notion is being…
Thank you pretty much answer's what I had in mind so looking forward to updates :+1: Edit: Couple of links that might be useful, they're hi-res pics of commemorative tributes too WW2 soldiers that served with them. https://www.gunsandammo.com/editorial/auto-ordnance-thompson-m1/363440…
http://learnfobia.com/category-Maya-129/tutorial-Sprite-Based-Particle-Trees-2259.html Like this? Otherwise create plane and using an aim constraint with these settings: aimConstraint -offset 0 0 0 -weight 1 -aimVector 0 0 -1 -upVector 0 1 0 -worldUpType "vector" -worldUpVector 0 1 0 -skip x -skip z CAMERA GEOMETRY;
If your mesh has overlapping UVs and you're using lightmaps this WILL happen. Either make sure your UVs don't overlap and fit in the 1:1 tile or set the lightmap resolution to 0 in the mesh editor which'll fall back to vertex lighting (not so great) If you want repeating textures but to keep the UVs in the 1:1 tile, do…
I was watching a video from Flippednormals and they were going over midpoints for displacement maps. I was always told before when using 16bit tiff to use 0.5 as the midpoint and when using a 32bit exr to use 0 as the midpoint, but that video was talking about values like -1 and even 1 if python was involved. I have zero…
Tldr;, i found out its food that causes issues. start there. For 2 years in my absence i was studying the effects of "food", on the body (cause i have my own issues i wanted to fix and i did) i found out a lot about what certain foods do to my body. Idk if it does the same thing for everyone but, any aches and pains are…