Does anyone know a trick to make Painter work same as Designer where height doesn't immediately produce shading until you put Height to Normal node on top of the height exactly where you need it ? Mixing height on top of baked normal map + masks adds extra complication and turns everything into utter mess. I prefer layers…
Hi just started learning about shader programming with GLSL after seeing some really cool effects on https://www.shadertoy.com/ and a few other places & games. So far I've only done simple things like changing color over time. Is it possible to master this without much knowledge of the openGL api. Or, should I stop and…
Hi, guys! I've been watching some trailers in which the characters/backgrounds look like made out of ink or watercolor. Is there a specific name for this technique or any paper where I can find info about it? Some examples: [ame=" https://www.youtube.com/watch?v=oO8btmDxB14"]God of War Ascension PS3 Teaser Trailer -…
Hello all I wanted to share an Unreal Engine Hair Shader tutorial PLAYLIST I made. It uses an HDA I made for Houdini for procedural hair cards with a procedural Hair Substance Designer material, however, it should still be good if you're not using those as it goes over all the inputs of the shader and what you need. It's…
Hey, I've recently just started playing around with Amplify Shader for Unity but the resources seem somewhat thin on the ground. I wanted to make a thread where we could share techniques etc. This may already exist but I haven't found it yet. If that is the case then I'd love to know where. I'd like to start with a problem…
Hello, I've been working on this game-res guitar model for the last month or so and I've noticed that some issues seem to pop up when exporting my texture maps from Substance to Blender. As you can see here, the shading on the model appears fine inside of Substance. The normal map from my high-poly bake seems to be doing…
They both interpolate vertex data to provide smooth shading so they both can look the same.. they are not however anything like each other. I'm pretty sure there is no second pass, that sounds excessive. vertex colour tinting has been around since forever. more than likely the colour is just multiplied over the diffuse…
Hey all, Does anyone know if it is possible and how to reverse the vertex normals on a vertex shader level in ShaderFX for Maya? What I'm after is equivalent to disabling the "double sided" and enabling "opposite" on the shape node of a polygon object. But I can't find anything regarding vertex normals in the Vertex Shader…
Hello people i just heard that people started using round shader for baking normal maps on hard surface. Since it would simplify the process greatly, i would like to use it as well, but i can't find any info about it. Does anyone have links to share? Where to find such shader, what is the pipe? Thank you.