here's how it works atm. It works witha system where you create a material layer (from which you can create material layer instances), a material layer blend, and then a master material. The 3 work together to create the above. I only have 1 material layer and it looks like this. Also Since I've learnt about the reroute…
Hello guys! After some days of struggling I finally get this to work. This video illustrate the technique. [ame=" http://www.youtube.com/watch?v=Bvar6X0dUGs"]Local Image-based Lighting With Parallax-corrected Cubemap - YouTube[/ame] Technique comes from here. Credit for the node base approach:…
If you were to use a blended depth shader to hide the geometry intersections you'd run into extra overdraw on the trunk area. This would probably be a much bigger performance hit than extra vertexes.
Purely personal project. Trying to capture a feel of a dark horrorish abandoned old mansion. I'm using UE4 for the project, and just looking for some feedback from you guys. I feel like it's getting somewhere but there is still something missing and i can't rly put my finger on it. Be honest and don't worry about my…
@leleuxart yea they are one sided but i have double sided ticked in the mesh properties. I have also tried adding a shell modifier to give thickness to everything and i still get the light bleed
I've made all of these materials 2 sided, so surely it shouldn't cause this issue? I can't seem to fix it. Any ideas? The meshes have cast shadows enabled too.
Hi All, this is the first character I have finished based on a concept by (Bogdan Rezunenko) for CGNation.ir contest and if you want to see my process pls check my sketchbook. Please feel free to give me your critiques and ideas to improve myself thanks all.
We are a small UT3 mod team. We are currently looking for all positions. You dont have to be an expert all we ask is you visit the forum and post some examples of your work. We are early in development so there isnt to much to see. But we hope within the next month we will have a tech demo out to show some new features of…