I'd like to create a mask for my particle material based on how many particles are behind the current drawing particle. Basically it would be a depth mask but rather than being based on scene depth, it would just take into account the other particles. If the particle looks behind it and sees nothing then it draws black on…
Edit: Some IRL stuff has gotten in the way, and it seems I won't be getting internet much through these next weeks(unless I can get it on phone). I'm still very interested in receiving advice even though I wont be on much to see it, and if anyone happens to post a reply in that time I promise I will try to respond as soon…
Currently "Use Albedo Alpha" is enabled, which means the dithered transparency effect is trying to pull the mask from the albedo map's alpha channel. If you disable that, your mask should show up. For a glass effective you probably want to use refraction rather than dither though, so change the transparency model from…
Shader Studio is a new (WIP) Unity editor extension that I am developing. It's purpose is to enable users to create custom shaders without the need to write any code through the visualization of a node-based graph. I have been developing it for a couple of weeks now and wanted to share what I have so far with others to…
From the main DDO window, you can click on the dropdown arrow at the top right. This menu will expand to open up many options, including Copy Mask to All Maps and Copy Layer to All Maps. CMtAM will copy one mask on a layer to its duplicate layers in the other channels. CLtAM will copy the layer contents instead. If you…
Using the Vertex Color as the alpha is supposed to give you the "soft" transition, but that requires more vertices. I find that using a mask helps, that's kind of negating the purpose of the smooth transition. Even with a mask, using it at anything higher than 50% strength gives horrible results, much like your example.…
Revisited alot of stuff on the highpoly as suggested, a few things still look a little dodgy, but i decided i need to start wrapping this thing up, so onto the lowpoly! Heres how it current stands at 8.5k tris, still have to do the retopo for his machete and mask. Normal + AO + Polypaint bakes, no spec yet or texture work:…
I think the flat color thing is for the mask only, he's not trying to add flat colors to the padding. The problem with this method is that the colors that are there outside the UV area will be picked anyway, with or without this inflated mask, so the problem with this method is it does't tackle the issue itself. With…
I liked the initial colors more, since that's what I'm used to seeing. My grandfather had loads of such gasmasks at home, and I used to play with them. What does bother me is the ears. I recall the rubber of the mask being a lot tougher and less elastic, so ears were generally pushed in, in a very un-gentle manner by the…
Thanks ben helpful tips. I've been reading up in the documentation as well. What I was after with the eraser brush strength is solved by using a mask on the layer. Didn't realize the mask was live after the edits. I can now fade some specific areas by adding a low intensity mask where I want to blend back the edits I've…