@Womball - Toolbag does have an Anisotropy shader: AnisotropicEnvironment from the Material->Channel Model list. The only thing is anisotropy requires a direction map and they are not the easiest textures to come by. Turns out aniso documentation is all but absent in our manual so here's the skinny on direction maps: The…
I once built a material to handle a set of decals that worked in multiples of 4 (you could concievably do it with any number but the math gets real tricky), I'd have to rebuild it for a screenshot, but the basic principle is that you essentially just use the tex coord, hook in 2 scalars with an append node to pull in your…
@BradMyers82 Yeah I know what you mean. Unfortunately I don't have a lot of control over it as I would with fully baked-into-texture lighting. I've experimented with it before, plugging the albedo into the emissive, boosting SkyLight values, boosting Diffuse Boost, indirect lighting intensity etc. and you kinda fix the…
Alright, Here is what I am doing... 1: In Generic Browser; File/New; Name: Cube_Test, Factory: RenderToTextureCube, Width: 512. 2: In Generic Browser; Actor Classes: Actor / SceneCaptureActor / SceneCaptureCubeMapActor. 3: Rclick the floor in my scene where I want the Actor, Add: SceneCaptureCubeMapActor. 4: Move the…
I gave this a try in 3DS Max last night and with one small modification, it works great. I needed to add one more object into the chain so that the node that's doing all the squash and stretch can rotate around the center of the ball. Otherwise, it causes unintended rocking. So to recap: The Ball. Simple sphere. I put a…
Well ... outside of the LOD aspect (which imho isn't the most convincing ...), the part about using a Split Hard Edge Modifier to avoid manually placing UVs doesn't make sense, since the algorithm used to split edges by angle is the exact same used by the "Select Hard Edges" command (which, admittedly, is the worst named…
Nice job there! I have been fiddling around with terrain mesh blending long time ago (before virtual texturing was a thing in UE4) and yes, there is not much information about it online at all. There are some basic attempts, but nobody seems to have nailed it so far. To blend properly, we basically need the complete…
Hello! I've been attempting to model a lasgun from the Dune series for the past couple of days, however to no avail. I am relatively new to modelling and I have never been too interested in modelling guns up until now, however the Concept Art for this particular one attracted my attention. I must've restarted the entire…
Diffuse = midtones Specular = highlights Normal = shadows that's generally the way I look at it... it's more complicated than that of course, but... yeah. diffuse is the natural color of the surface if everything was evenly lit... most everything should be in the same or similar value as to not compete with the lighting of…
It's amazing how much cool stuff people came up with with just a simple shader like this :) . After all the reactions on this shader I decided I should sign up here and offer some follow up... (some of them have been partially answered before though) 1) The current max shader peppi posted transforms the normals into view…