Hey all, I'm relatively new to the Polycount forums, I have read a lot through here in the past while lurking for advice regarding 3d modeling and texture techniques but never really posted anything. Lately I have been working on a set of Scifi environment materials and textures. I was wondering if I could get some…
I've got no clue if I clicked on some hotkey or deactivated the viewport to update but my materials will not update to save my life. If someone has ran into a similar issue please let me know. I've tried examining a previous file where my materials are updating but can't find a solution.
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…