One hundred to two hundred dollars to bleed your brakes? God damn, just buy $10 of DOT3 or DOT4 brake fluid (or whatever your car's manual specifies) and do it yourself. Bleeding your brakes requires two people, but it's not that difficult. Actually, it doesn't even really require two people, it's just easier that way.…
Hi everyone, I want to create a flip flop like car paint shader and what I have done by now was just using a lerp with a fresnel node as the mask to blend between two colours. But somehow it looks that the blend colour is visible where a lot of light is hitting the geometry and the fresnel is more dependent on the lighting…
I don't have a picture but if I need to upload one later I can. But my question is when you are painting the texture onto the model is there a way to "blend" multiple textures together, similar to how it is done with blending modes in Photoshop? My attempts leave me with one texture overriding another with feathered like…
After attempting to put a .blend and .obj file into the mesh slot for quixel DDO, it rejects both with the same error as seen in the .png and topic. In full, it's "There seems to be missing Texture Coordinates (UVs) from the mesh. Please make sure UVs are exported alongside mesh!" The .blend file has a High Poly and Low…
Hello, I thought I'd have a play with this today but can't find the option to create the required assets namely these* Material Layer * Material Layer Blends They don't seem to be in the create menus, the experimental editor option to enable them is missing from 4.19.2 (the example layers and blends option is there though)…
I'm creating a water material in UDK that is generated from essentially 4 different normals. The water looks honkey dorey, except that it is not transparent in the slightest. I've been trying to use the translucent blend mode but every time I do it becomes super whitewashed looking. Left is opaque right is translucent…
idk if this will help but on the code side of the forums there is some sticky talking about the blend files stuff: https://polycount.com/discussion/180954/alpha-blend-source-destination-matrix I've never played with this is am just bringing to your attention if for whatever reason you've never seen that side of the forums…
This is due to the dithered blending technique, alpha pixels are either 0 or 1 (fully transparent or opaque), and then the result is multi-sampled to blend it smoothly. It may look somewhat noisy in the viewport, but it will smooth out when you render the final image. Increasing the number of samples will soften it…
MiaIx: for that particular thing you could set up a MB friendly skeleton that moves along with your stretchy character's skeleton. Target the mocap sequences onto it, and have your maya rig have the ability to blend between human and stretchy skeleton via parameters. The actual mesh could be weighted to the stretchy…
@Kenny, Joopson : thanks :) @e-freak : I'm about to try out multiple approaches and see what works best. Maybe using a combination of both techniques will do the trick :thumbup: Currently testing out some vertex blending for the base wall : Will add vegetation and slightly tweak the vertex normals to improve the blending…