Hello Polycounters, I see your advice. I'm on my FMP for my university degree and I am doing a massive environment but the water shader that I created has clipping on the bottom of the screen (see embedded image) so that you dont get the distortion of the normal map affecting and can see straight through it. I was…
Is there a shader available for Maya mental ray that gives the appearance of thickness when you use a cut out alpha. For example using an alpha channel of a leaf, it makes it paper thin I'd like it to have some thickness when viewed from a side angle. Like a one or two pixel extrusion. I tried modeling the leaf, but the…
I haven't used Unity in a long time now and have been using UE4 and their hair shader. I'm trying to get something similar in Unity URP but not entirely sure how to get some kind of fading around the alpha without having sorting issues? I know I can use alpha cutout but it just seems so harsh. Is this just something I will…
Hey guys Currently working on a project for University where I've designed my own car and have modelled it in 3ds Max. Currently having a problem with the car paint shader. The environment map is working on the back & side of the car, however stops when it gets to the front. Was just wondering if anybody knows how I could…
Hello! This is my final render using Toon Shader, still learning how to use it properly. Do you guys have any suggestion for me? Click link below if you want to see the animation :) ) https://www.youtube.com/watch?v=dP9yAdbX6hw Or Just Scroll down to see the preview image of the video :smile:
Hi, Is there a way to simulate the rim lighting effect, blending of the rim light, and the opacity of the edges on a mesh to make it look like a cloud. This would have to be in the material shader to apply to a mesh. no particles. the edges would be a alpha map or some channel in a diffuse or normal map Is there a tutorial…
@DiamondDog The answer is it depends. Is there a workflow specific technical limitation or requirement for all quad grid topology? If this type of topology isn't a hard technical requirement then the answer is: Yes, there are more efficient topology layouts and modeling strategies. Leaving extra geometry (that's a…
So, I have gotten the same statement like 3 times "Your stuff looks like early 90's. Which I dont really take as an insult because I dont know a whole lot about shaders / render plugins / Material techniques. SO what are some must have tools for a modeller like me. If I want to go for that sci-fi photorealistic look. Also…
Hi, does anybody know how to use the 2nd uv channel in maya? I want to create a blinn shader with the 1st uvchannel for the colormap and stuff and the 2nd for shadowmap and alpha. Anybody knows how?
Normally I try to be self-sufficient but I'm at a loss here. **Note this is UDK** Water shader is Blend_Translucent/MLM_Custom and currently allows fog. Is there a workaround to make the fog appear above the water's surface w/o tossing the opacity?