I've run into that error a few times. I haven't changed how I rig and sometimes it pops up and sometimes it doesn't. Drives me bonkers because I haven't figured out what causes it or a solid fix for it. There are times that I'll redo that part of the rig, test it and get no errors then days later they are back. Here are…
I'm bumping this thread to post an update to miauu's script, made by the man himself recently. It works with edges, vertices, multiple selections in editable poly and edit poly. Thank you miauu! --****************************************************************************************************** -- Created: 16-07-2011…
Small update I was able to find a solution for the shading. This person put me on the tip of using the vertex interpolator with fake lights. I created a material function that uses the SkyAtmosphereLightDirection instead of an arbitrary 3vector. It generates something I can lerp between light and dark using the level…
* Code formating for FX shaders, maxscript, melscripting and python scripting, or at least something that is available through the GUI of the bb. Use the Advance posting mode (not just Quick Reply). There's function in there for Code tags (right beside the Add Image button). Is this what you mean? * Google redirected…
Thanks a lot for the thoughtful feedback! =) Those are really solid notes, especially the comments about wall UVs, geometry sharpness, and texel density. I can definitely see what you mean about the high-frequency detail and the carved-rock feel. I haven’t tried a triplanar setup yet, but I’ll experiment with that next…
I know that blender definitely lets you paint vertex color directly, and it also supports multiple vertex color channels, here's a quick sanity check to make sure I'm not spreading BS on the forums. Just subdivided a cube to get sove verts real quick, I guess it qualifies as programer art at this point. Basically, if you…
That is likely very tricky since it not just fresnel and instead some special fresnel based on lighting with reflection somehow. But if all fails I give that a try. That didn't help it. From how I understand PBR it is not just in the shader but also in the lighting and UE4 is build around PBR. So if I would get rid of PBR…
Dev Blog 02 Hi guys, in the last few updates you probably noticed the landscape's shader having some interesting effects. Now the shader and landscapes are complete and I would love some feedback, but first a taste of what has been happening in the background. Adding Tileables for Landscape: Shader Functionality Complete:…
Thanks for the expansions :) One thing that I think is close to solving specular edge problems like you mention is having a geometric + normal map -> effective roughness conversion like Valve's Advanced VR presentation (I linked that earler up the page) and UE4's "Composite Texture" for that matter. There is no equation…
I googled before but it seems I looked right over your post. Been testing for a few days (as well as making a video for a presentation I had to do in the meantime) but still can't get it to work perfectly. I've also attempted to recreate sprunghunt's shader (as well as some others). Which I placed in my post-process chain…