Hi everyone, first time posting here. I'm working on a stylized Japanese bamboo forest in UE5, inspired by traditional Japanese art (ukiyo-e and Japanese painting). I'm going for a soft, painterly look with a lot of atmospheric haze — distant elements fading into the mist. 24-hour lighting (GIF): one Blueprint slider takes…
Made this ground material for an environment I'm currently making. I'll be posting progress on that soon too! In the meantime, I want to show this material I made for it and also for my first post on this website! Feedback is welcome of course!
Hi I want to create a button for blinn material using MEL. As you can see in the image. Just I want to add only blinn material rest off them I will create it by myself. Thanks
Hello there, i want to make a sort of material map of my mesh for later use in photoshop. I want to export material map as image. Here is the pic for clarification: How do i do it? Thank you.
I'll have a look at the skin material bundled with the SUITE, but for now - would it work by simply adjusting the reflectance value in the Albedo? We'll look into creating some example material for more organic material such as skin!
Hello, I am not noob to Unreal, but pretty close to a noob with material graph stuff. Not a math skilled person. However, I think I know what needs to be done, just not the way to say it in code. I Set World Origin periodically like this: So there will be a resultant difference between actual world origin and what has been…
Hello community! I just downloaded the trial version of Marmoset and have been trying to find a way to import 2 materials into my scene but to no avail. My static mesh has 2 material ID's but only one shows up. Does anyone know if this is possible or am I not looking in the right place for it.
trying to get some grass to look good, how ever im getting a harsh blurish bloom effect(my specular map inst white at all), along with too much SSAO. I did a quick search and couldn't find anything of use to me. could anyone give me a helping hand in a decent material setup for grass. Its currently Unlit, masked and one…
Hello, Is it possible to render a material's output directly to a texture? I've seen plenty of tutorials on the scene capture actor, but implementing something simple like directly rendering to a texture from a shader seems to elude me. I suppose it can be done using a custom node and just writing the HLSL, but I don't see…
Hey, I did this stone material today with materialize and one of my own reference images. The screenshot on the plane is made in unity I am trying to achieve realism / photorealism for a project. Since this texture is tiling across a big surface, I can't really make details that are too obvious, but I will in the future…