Trying to set up some cube maps for reflections in my glass using the glass shader, but it simply doesn't work. No idea why. Screenshot of settings attached.
Hi folks, few week ago i have started my new personal project but recently i had to stop it for work commitments, anyway recently in my free time i have make this shader need for my personal project. This is only the base for this texture, but it can be explanded (of course) with other nodes. https://youtu.be/t605LZD9VRo
Just in case ya'll are going nuts like I did. "Failed to compile shader" error, and after some digging found it was because I ticked "MCES_Constant" under Emissive in the Mobile Material editor. 100% reproducible (well for me). Un-tick and all is right with the world. Anyone confirm wanna? UDK Dec going to iPad 16GB.
Hey all, Trying to develop a shader that will work at covering seams in certain meshes. The reason for these seams is due to the UV layout - some shells overlap on a "tiling texture" to create the same effect as a tiling texture, but will later be part of an atlas. To show you what I mean: Mesh: UV Layout: Any good methods…
I wonder if you could use Shader FX instead, and capture the viewport instead of render it? Then wysiwyg. Getting alpha would be a bit trickier, but you could use a shader boolean to switch to alpha-only mode, then combine the two captures into your preferred image format.
someone mentioned a while ago here(i think)about baking in ji styles skin shader via render to texture. i was just wondering if anyone does this. and if so, how did the results come out? what hurdles did you experience?
Need opinions on these two styles: I am wondering if the model looks better shadeless without shadows or otherwise.I do like the shadows but it shows up incorrectly and bad at certain angles on the model but without the shadows,it looks very flat and dull. With shader,light and shadow- Shadeless- The hair and body textures…
So i'm wanting to try messing with the dx shaders in max, but I'm not sure how to get it to work. heres what shows up on my mat. editor. ne help would be great.
So i am really confused now. I saw a lot of really awesome shader in substance designer with really big height map which displace the obj completely. Is that specifically to be used in a game engine only? Cuz i believe substance painter could not do a displacement map like that. If so, then how do i use those really cool…
hey dont know if this is possible. say i bake out a light map with a second uv set, then i go in and texture the object with the first uv set. i make a dx lightmap shader so that i can view them together. is there a way to get those to view as one in a render? anyone would know that would help me a ton! thanks in advance.