I've temporarily created a shelf button that activates the menu so i don't have to keep dragging it. Sorta ghetto but not as ghetto as dragging it into the view port,..ha ha ha. As far as i can tell, the MDL it searches for is in the marking menu folder. When i open the Marking menu editor, they are listed just as they are…
How would an anamorphic lens flare work technically? I'd think you'd only want them on pixels that have a certain intensity, so you'd certainly need HDR rendering. Or would there be some sort of special mask/renderpass for the lens flares ? I'm guessing it's the first method with some clamping done on the mask, and then a…
Hi guys, I'm currently working on a high poly hard surface model and I have a question about baking it. Years ago I was able to create a scene in 3DSMax that allowed me to assign specific sections of the lowpoly mesh, to only bake information from specific sections of the highpoly mesh. I'm not 100% sure but i'm sure this…
that's a big ask - I have no idea how you'd stabilise stuff at distance - it's inherently not right?. Have you tried something along the lines of the difference of gaussians ? not sure it'd be controllable enough, stable over time or performant but it looks pretty good and will probably work pretty well on depth. acerola…
Welcome everyone to the 103rd Bi-Monthly Environment Art Challenge for the months of July and August! This challenge is a way for real-time 3D artists to test their skills and create a piece of work based on concepts provided. It's open to those of all skill levels and we do our best to provide meaningful feedback along…
Ask GPT about "alpha test" , "screen door alpha" , "alpha to coverage" speed tree uses and "Hash alpha blending" Blender uses . Might be useful for your topic too. Games hardly use classical alpha blending at all . It creates z sorting issues and calculative expensive. Some games also do alpha channels with gradients and…
I don't know about the automatic generation part, but on texturing I had good results using a three way blend material in ue4 (or microblend in other engines): - one super clean tileable 512px asphalt texture, plus more for burnt rubber or sandy/dirty variations (thess could be even smaller). Each has albedo, normal, etc.…
Using two png files did not work. The first image is everything prior to clicking 'create material' This second image is the locked up disaster that the Suite becomes when I try to save the material - artifact lines and all. I have to shut everything down via the task manager to get anything to work. This results in what…
I was able to create a Fresnel effect in my shader for my diffuse channel using a RGB map as a masking inside ShaderFX. If you want to take a look, here it is: http://www.polycount.com/forum/showthread.php?t=85641 I plan on expanding the Fresnel also to Specular and SI, but it's the same idea as the RGB map, you could also…
I'm a little confused as to what you're asking for with the pictures, so for now, I'll assume you want your image to have the traditional hatch and sketch effect? Like this: [ame=" https://www.youtube.com/watch?v=TUwY4D5cl6o&feature=related"]Hatching Shader - Non Photorealistic Rendering - YouTube[/ame] The Alpha issue is…