If I remember correctly, the 'Transmission' nodes in UDK can fake SSS. It's not going to be as accurate as the DX11 SSS, but Transmission gives the effect of bounced light within an object. This UDN link should help As far as using it across multiple objects, you could do a master material for foliage and include the…
sRGB is annoying. Are you sure you want it unchecked? What I've come to understand is that you do want sRGB for full colour textures (which you have) and you don't want it for ie. different greyscale masks in the red/green/blue channels. sRGB makes the contrast punchier, which is why it's bad for masks. I dunno, that…
My ideas was to create a custom node for the community where it is possible to blend the different shader maps for material presentation. Height/Normal/Diffuse each with the same mask size, so when you want blend 4 maps together, the size of the masks change accordingly. Which can be easily calculated in the function…
is there any kind of angle/slope node in UDK? or heightnode? in frostbite we use (mainly) a combination of slope/height masks/nodes + some large scale rgb b/w masks to build up our shaders. + the normal diffuse/normalmap yadayada's we then use a maskpaint system that currently support up to 4 materials per 16x16 patch (you…
You could get translucency around intersecting if that's what you mean, but I'm not sure exactly how cheap it would be. Any specific reason not to use a channel of a texture? If you are worried about wasting texture space you could always assign a low mask clip value and use a value of black in masked areas, then you could…
Hammer- Thanks!! I draw with a small Intuos-the replacement bamboo. I also have an Intuos 5, but it broke and had to be sent in for repairs =( I know it'so kind of blurry- unsharp mask is the last thing I do, which helps a LOT-but yeah, I can see where it is too blurry....I'll work on that XD!! Here is it in current…
Ah, well you can use the xnormal photoshop filter to add it to each map (diffuse/spec/gloss) when you're doing texturing as well. It doesn't really matter which point you add it. AA is generally good for ID masks, yeah. 2x AA vs 4x will be similar to 4k vs 8k sized down to 4k. Super smooth AA isn't really important for ID…
@Mr Significant haha sorry it was the slowest option on the gif maker ... Yeah the moss layer is a material function (so it's nicely reusable) So I add the albedo from that material function to the albedo of the object and also For the displacement I use the moss Mask (that is a per object map in the Red channel) I also…
Hey guys, Not sure if this is a common problem, but when I save a project my quixel crashes and I have no way of working on the project again. I lose all masks, and when I click to change/edit masks through DDO the program gives me an error, I'm unable to "reimport" and the 3DO window just freezes. If I click the 3DO…
OK, so another newbie question, apologies if this is just plain stupid, however I want to add layer to a single map (an Emissive map). Is the correct workflow to add the layer and then turn it off in all other layers (click box on left and then shift-click it?). I have made a right mess of the masks attempting to do this.…