Hey guys. I usually lurk, but I'm having some trouble with a postprocess material I've been working on. I'm trying to selectively mask zdepth in relation to the current location of the pixel being drawn, or pixeldepth/destdepth if that makes sense. The problem is, I've done a lot of research and tried a few methods but I…
Hey everyone, I heard that it's not advisable to have a shared material/shader for some types of surfaces (e.g. metal and skin) because they both require entirely different setups. Now I'm working on a car and wonder if and how I should separate it before I do the textures? It mostly consists of metal, glass, rubber and…
Hey everyone, i'm not sure if this is possible since i've been trying to figure out how could i get individual channels from a texture inside a material function. To explain this better, this is how i would work with a Material: And this is how i would want to do it inside a Material Function: As you can see i can't get my…
When I link my materials to my color id map, not all of them will load, mainly the MetalPaintedMetal and MetalPaintedBlack. I have also tried not linking any and opening 3Do and and pressing C and shift on a color from my color map, which does show up to define a material, but the material browser wont even load up. I'm…
How in the world do you find out what material is currently applied to a subtool? I have a minor problem where I had my shader setup finished, I applied it to a subtool, and saved my .ztool. Problem is, before I could save my material zbrush crashed on me. So my subtool is now behaving oddly(I assume it's looking for the…
Winged_wanderer when you create your project, below the input maps, does it say "Clean Grey Preset" ? If so, click the drop down menu next to it and select "Default materials" i think this might be why you´re not geting any materials. Worth noting however though is that some materials are in fact missing right now, so best…
Because of what Scooby mentioned, how material works on a polygon basis, you can end up getting artifacts like you describe because there won't be a smooth transition from one material to another, but a sharp edge. If you have cavity masking on you wouldn't have been painting your material in the cavities, and thus you…
Make sure that in Max the order of materials in the sub object mat is not changed. So it must be 1 2 3 4 etc, and not 1 4 3 2 etc. as Unreal won't handle that well. Go over all names in Max, make sure the names of maps and slots are unique. If duplicate maps and materials between materials in Max they can end up having the…
So i've been setting up my material layers in UE4 for my scene and I want to use vertex painting to paint on moss instead of masking it so i can have more control and make adjustments on the fly. The problem is i cant get vertex painting to work, right now i have it in a blend layer because doing it from the material…
I haven't got Zbrush 2 yet, but I was wondering if it kept max material IDs? The reason is that I will be splitting a model I am creating into head, upper and lower materials. I've written a max script that splits the model into seperate models for each part, and was hoping that I could export the complete unsplit model…