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Messages - dcxciii

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Seriously, are we ever going to be able to use pngs in unreal?

Substance Integrations - UE4 - Re: Painter to UE4?
 on: December 25, 2014, 07:12:41 am far as i know, to get textures from Painter to UE4 you have to export your maps from painter and bring your maps into UE4

Was the video postponed Wes? I don't see it anywhere on the allegorithmic youtube page.

Right now if you try putting the lazy brush icon on the side instead of on the top or the bottom it takes up a ridiculous amount of space. It would be nice if you could hide the lazy distance and make it pop out or something instead, or rotate it so that it's an up and down slider instead of always being left and right.

Edit: Also, what is the point of the this bottom bar? If at all possible, it would be nice to be able to get rid of it, get some screen real estate

Oh cool, I knew something felt different. Good to know, thanks guys.

Ok, so I have another idea. Instead of having separate sliders, we have 1 uniform color input instead. The idea would be that since it's a color input, you can't have more than 1 color at a time. So Red would be face 1, Blue face 2, Green face 3, Purple face 4, etc. That way, as you're animating from 1 face to another, you could just set up the color to move from one to another over the animation time.

Unfortunately, I'm having trouble setting this up. How I want to set up the math part looks sort of like the picture attached (for setting up the red's opacity, I already have the purple, yellow and stuff worked out, just didn't want to make another picture). The problem is that I need to break the color input from 1 Float 4 to 4 Float 1's. Is there a way to do this at all?

Hmm...ok, well I guess I'll play around with it and see what I can do.

For example, lets say I have a face that is animated using blends shapes that turns into like, 5 different faces, and I want the textures for each of those 5 faces to be completely different. For the substance that textures the face, I want it to have 5 sliders that controls the amount of blending between the textures. Is there any way to make it so that the sliders all affect each other so that sliding one of them up will slide the others down?

your uniform color nodes for sure should be 16x16. if you want it to not scale down to 16x16 on the next node, change the output size on that node to either relative to parent or absolute, cause by default it will be relative to input.

C: > Users > User > Documents > Unreal Projects > Project Name

You just unzip it in there. So in your project folder, you will have Build, Config, Content, Intermediate, Plugins, and Saved. And maybe your maps if you saved them here. Before, the Plugins folder wouldn't be there, unless you had some other plugins

Any chance you could make a video on this? I get pretty confused without having something to look at.

Substance Integrations - UE4 - Re: Roughness in Unreal 4
 on: August 26, 2014, 10:35:13 pm 
How do you turn off sRBG in UE4? Also, when I change it to linear color, it gives me an error and basically shows the default the material in UE4

Soooo...what if we just had like 1 big giant substance instead of say 20 normal sized ones or something for a small level that uses the multi switch node or something. Would that reduce the size of the files by a lot or would it really not be worth it?


Is this the sort of thing you're asking about? Cause if so, then yeah, it's totally doable. He kind of explains a bit of how he went about doing in the video, his emails at the end and replied so far to questions. I'm not personally at that level yet though, so sorry I can't be of any more help.

I (regrettably) have the same graphics card, but SD works just fine for me

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