Hey, love this shader. Im using it to set up some moss for the rocks in my scene. Im having a little trouble using the mask to "Lerp" between 2 normal maps. It works fine using it for the roughness and Base Colour. I think its because im using the PixelNormalWS node, I have looked around but cant figure out why its…
Vig: For VFX the main perf consideration is overdraw. Tri/vert count is almost always under the minimum threshold that Xoliul mentioned for all VFX I've seen. If anything artists often do not use enough geometry to cut down on the amount of masked out surface. As one example, even ignoring texture memory considerations, it…
Translucency is a bit touchy in UDK, if the vertex geometry is close enough to one another then it can cause this kind of issue. Please correct me if I'm wrong. If you're using this to have the shreds at the ends then use Masked instead of Translucent (I think it's called Masked, or else Cutoff, can't recall). This renders…
For me vertex paint would be good, but not alone. To get correct edges between textures you can use mask texture to get irregular transition between textures. This will give you an ability to control how those textures are mixed. Also to break up texture repetitiveness ( brick in this case ) you can use floater geometry.…
opssss, I make you misunderstand when I printscreen that picture ( mask looks reversed on the subtool thumbnail ) :D I reversed that mask again , but it's still one result :( Everything went on OK with sphere from Zbrush (Quad angle poly) , but would be going like that with sphere from Sculptris Alpha 6 (Triangle poly ), I…
Also whilst I'm at it, I have been googling around for this and found no usefull info on it, roughness maps for UE4? I am running with the UE4 optmized setting and it still generates a gloss map. I am also having a rather annoying but not breaking issue with the mask editor where I have to close out of it and load it up…
[ QUOTE ] also vig what do you mean by a gradient shader? as far as max shaders go? [/ QUOTE ] It's a blend material that uses a gradient as a mask. You blend between your defuse texture and a color gradient. To get a final defuse texture just use the render to texture feature. Normally you want it more subtle than this…
after trying to be smart with doing it all in unreal with layered materials, i checked the shader complexity and decided to break it all down to a few small textures now. its a few tilable normalmaps, and then some tiny color gradients and spec/rough/metal mask. the guns are still materials, will move them into the texture…
I started with Milkshape back then too! The site is still accessible (except for the forum). Is the project still active for the author? Perhaps one could ask if he would make the source code publicly available?
-edit- Uh, I'll take my crow deep fried please. Disregard this thread.. the Layer Propagator was popping up underneath my open documents (I run them windowed/floating instead of docked as tabs) instead of on top of them which only gave the appearance of Suite becoming unresponsive.. /edit Maybe I'm just not understanding…