Why this was still eating at me is a mystery but I went on a journey through the bowels of stack overflow it emerges that this is entirely possible in C if you don't implement the comparision function in a way that accounts for the negative number (it defaults to doing the comparison in unsigned space if one of the two…
@iam717 : this is unrelated. @sbstndc : unlike any other type of texture, the colors in a tangent space normal map depend completely on the orientation of the UVs. Make the following test now : take all your UVs, rotate them by any amount of degrees, and bake again. All the colors (except the default blue) will be…
That thing's broken and seems to be related to non-default cameras. I know I run into this when using orthographic cams at an angle, it just uses the view space as if you had used the center of the widget. I could never find a fix.
So using PBR Metal Rough defaults, I add the RGB+A, drag the opacity channel into either slots and select all the options (I've had multiple attempts at it). Then I've tried exporting everything and no opacity map comes out at all.
@icegodofhungary It's just the UE4 default material on the trees leaves at the moment, but you make a very good point about bringing out the browns in the trees, I can probably boost the values and achieve some variation with the speedtree colour node. Cheers!
"Reimport Static Mesh" will use the options from the last time the Import Dialog was used. Unless you haven't opened that session, then it will use the editor default. I wish it remember the last used settings for that particular asset. Maybe it's supposed to, but it doesn't.
Looks very clean, and similar to the meshes I've seen from Need for Speed Most Wanted. http://www.speedhunters.com/wp-content/uploads/2011/11/aventador_front34_solid_texture_wire.jpg http://cdn.www.needforspeed.com/sites/default/files/imagecache/inline_content/page/images/08b.jpg
Hello everyone, I started working more on the default arnold SSS shader, pretty much focused my effort on the skin. not satisfied yet with the skin, there are some weird artefacts in the displacement I need to fix and refine the skin texture as well.
It's strange because the cubemap form UE3 ( the one on your screen ) works fine on my side. Neox : Yeah agree but this not affecting the mip at all ( in my test ). UDK set it to wrap for some reason ;s by default. Maybe that could help.
Optional - There's a setting that multiplies the sun intensity. ‘Photometric light scale’ in Maya. By default it's set to 20. Set that to 1 and your sun will act just like a normal light. Or you can lower the sun's intensity to somewhere around 0.004-0.005