Hi, I'am planning a level inside ue4 and I would like to use vertex painting on walls to blend multiple materials together. I do know that I'll need a fair amount of vertexes to have nice results when blending the materials, but, should I disable LODs for assets that will have vertex painting ?
Hey guys, I'm attempting to use height blending on terrain, but it doesn't seem to work correctly for me. The stones which are completely white in the height map are fading out like they would in vertex blending. The way I'd like it to look is making the stones pop out more and have them pretty much either visible or…
Hey guys! I'm having some difficulties with my current snow shader. I've tried to figure it out myself but I've hit a wall. My current lack of complete understanding of the nodes is probably to blame here... I've incorporated snow functionality into my already made 2-way blend shader (that is using vertex paint).…
I'm working on a UT2K4 model which flies while running. (A gargoyle with flapping wings.) This is fine up to a point, except when UT blends the rifle & biggun burst & aimed animation with the "running" animation. The problem is that the garoyle's body at this point is horizontal, but the blending appears to take the…
I may be missing something but can I use a JPG file, black and white information, and use it with a blend node to add or subtract the information? I've been messing with it and the Bevel node picks up the edges and I can adjust the sliders with success. Yet, this bitmap mask isn't playing showing up at all in a Blend node.
ive been trying to figure out how to do a more painterly style with my work for some time now and my problem seems to be that I don't understand how to blend well with a hard round brush. Ive attached a sample of a quick sphere painting and a leaf. At quick glance I think the sphere makes visual sense, but if you look…
Hey guys, I'm looking to blend a rock texture with a dirt texture within 3DSMAX and I'm having trouble finding the right FX shader that will work. (blending diffuse, spec, normal) Alot of what I've found dictates that I use UDK or Cryengine and I'm just wanting to do this all within max. That being said is there any good…
I've created leaf shapes (with the help of gradients) but when I mass tile them they are overlaying each other. The best blend so far is max lighten but because each leaf has gradients it's overlaying in certain areas. Is there any way to do this without any leafs looking transparent or like they are cutting into each…
I haven't done this in awhile, but it should be as simple as blending the large normal map with the output from your Layer Blend node. Use this setup, except replace the detail normal map with your Layer Blend node: http://udn.epicgames.com/Three/MaterialBasics.html#Detail%20Normal%20Map