Here is an example of using the "Custom Code" node provided in ShaderFX to create a snow-layer effect. We measure the angle between the vertex normal and the world UP (or "snow direction" if you wish) and blend in the white color on top of the rock texture. We have a second custom code node that modifies the vertex…
thanks for all the feedback. I did a search for blending textures with vertex alpha but didn't find anything. Can anyone post some good vertex colors tutorials that deal with blending textures for environments? This is supposed to be a garage. No textures just playing with lighting. modeled mountain Thanks for the help.…
I'm afraid I don't understand your question. Like showing them off separately? Or perhaps having individual plants or custom versions of plant clusters (of the same species) rather than one big cluster that gets copied around in order to be able to better adjust them for the camera? Depends a bit on how much time you have…
@YairMorr Hey, thanks for pointing it out 👍️ I applied the mirror modifier and adjusted the UVs. Made some more adjustments to geometry and added some simple props for less emptiness. Also added some vertex colors for color variation. Maybe I will add some fuzz cards and make a custom pattern to improve the appearance of…
Here is an environment piece i've been working on. This is vertex lit with some lights in the scene. real time hardware render. I tried doing high quality mode with normal maps but maya 2008 doesnt' handle anything over 15k tris to well with normal map mode so i decided to stick with vertex lighting. My next environment…
what your looking for is called a detail map..... some interesting stuff on blending in the detail map here other considerations are to use a second mapping channel for the detail map (otherwise it could be baked into the base map ;) ) , you can modulate the effect either with an alpha on the base or vertex color/alpha...…
I would recommend you do it via a mask multiplied over a vector parameter. While you could do it via vertex color, it's a pain to go back and forth between max (unless I am mistaken on this). With a vertex parameter you can easily adjust the color settings in UDK on the fly and get the exact color needed for your lighting.
I set the grid spacing to 0.0078125 ( 1/128 ) in 3ds Max and then turned on vertex snapping to align the island a bit better, I snapped each vertex to a grid point and it's given ever so slightly better results in UDK. Am I right in making the grid spacing that size, as in UDK 2px is removed to create a buffer for the…
I only do a "real" low poly for the outer ring. Maybe that i'm going to do a texture vertex blending in the inner ring (depend if the engine can do that). Accordingly I will optimise in the futur (vertex blending or not, split mesh for the engine, etc) The diffuse central slab is not over, too uniform. And I think restart…
Ouch. No access to the source skinned files? Good luck! You'll need some serious scripting mojo, if you want to extract hierarchical bone rotations from raw vertex motion. You might be able to rig something up where each bone is constrained to a nearby vertex or two or three, so the bones then follow the mesh as it moves.…