Alpha test is controlled by the shader, not by the texture. A shader can be designed to have a toggle for alpha test, and a toggle for alpha blend, so you could choose either or both depending on what you wanted. The cool slider thing is the same thing as the "threshold" I mentioned. You can see what this does to your…
I too don't get notifications sometimes. I did a bit more work here. I have a cylinder and material has 2 sided checked off, so with that I don't need to have it always face the camera. There are two problems with this though, A) If the texture isn't tileable along the X, you will see different results when you view the…
There are some really odd lighting issues going on because of my wall geometry and I'm trying to understand why. Below is another perspective of the lighting. Light is piercing through my wall geometry, especially around the cabinet position. Here is another render w/o the cabinet. The wall geometry is below Making the…
I am not experienced in programming or blueprint, I know just very basic stuff. I was following a tutorial for a vehicle, but I wanted to do some extra stuff. Like making the vehicle tilt on the side as it turns. Like in this image, the vehicle tilts on the Y axis not just turning. The tutorial made the vehicle tilt…
are there any addition infos about MaterialX and Substance beside the Siggraph Slides.? http://www.materialx.org/assets/MaterialX_Sig2018_BOF_slides.pdf http://www.materialx.org/
Welp, I tried all that and it didn't help. Things I tried: 1) Change LOD Groups to Cinematic/UI/RenderTarget 2) Reimport Texture 3) Save Package Texture is still awful looking. I'll get some pictures from the university computers tomorrow for comparitive purposes. Also tried using Uncompressed Normal Maps. No apparent…