Main portions from this Blueprint were build by following the great tutorial from Bartosz Kamiński. See it here https://www.youtube.com/watch?v=U7NhgH52FRc


To break up vertex color blending, you can add a noise map that you subtracted by 1 to a vertex color that you multiplied by 2.
In this example it is used for a material layer blend function.
But you can utilize it also in normal functions or directly in materials.
Use the output as an alpha to drive some kind of lerp or blend.
I got the kind permission of Teddy from Quixel to share their old nDo script for Photoshop to create normal maps from color maps or from b/w masks.
The script seems to be eradicated from the internet for years, so perhaps it helps someone if it can be found here again.
Unfortunately I only have the version 0.6.66.
Since Adobe seems to phase out their 3D support and with it seemingly also their internal normalmap maker tool, and also since the Quixel suite is likely to be abandoned, the old nDo script comes in handy again when we want to create quick normalmaps right inside of photoshop, without having to mess with other software or online apps.
Then place the nDo folder right into the root of C:
Then open Photoshop and drag'n'drop the file
right into the actions window of PS.
When there is no Actions Tab, just open the Window menu and activate it.
Then just select the nDo script and press play, whilst having some kind of texture file open.
Then play around with all of its settings.
In order to create very deep normalmaps, you have to work with several layers that can be overlayed over another, each having a slightly higher radius.
For that author your first micro detail normal, then press duplicate, set it to overlay and adjust a higher radius and perhaps lower the depth a bit, then repeat the process until you are satisfied. Of course it helps to also take the other slider options into account, but that heavily depends on the source texture material.
Don't forget to flatten your normal and flip its green channel when exporting for Unreal (DX normal format)
I needed a system that changed the color every other (persistent) particle.
This is how it worked for me.
ok, since this small screenshot does seem to not explain all too well.
here some walkthrough:
- just go to "initialize particle"
- then press the right rollout in the color section and set it to "select linear color from array"
- then press the right rollout in the "direct array index" and set it to "return particle ID attributes"
my lumen attempt.
a guitar from the inside. made this scene some years ago and never finished it. only a directional light was used here. didn't get the warm up to work so exposure comes late #ue5 #lumen #unrealengine
ye...finally i get some routine and some proper modeling time in blender.
see my first model!
it's based on the awesome tutorial by MAR
https://www.youtube.com/watch?v=rEBwBrRzyhw
Not really something new and you can find the fix elsewhere on the internet too,
but since i tend to forget this handy little property, i'll archive this here too:
problem: when using ray tracing and also having WPO in use e.g. in your vegetation shader, your polygons will be displayed twice.
to fix this, click on your actor, open the advanced rollout for rendering and turn on:
- evaluate world position offset
this will remove the static rendered geometry from your object and also remove the weird shadows that come with it.
however there is currently (UE v4.26.1) no fix for this when using instanced meshes. so you can only disable any WPO effects from your grasses when you placed these as instanced geometry from the foliage tool.
i will update this post once i found a solution
[EDIT]
So yea there is a weird workaround. will shared it in one of his videos here:
basically ou would make a blueprint turn that tick on, make an actor foliage actor and then paint the thing
Learn how to create a simple mission marker in Unreal Engine 4 Features of it are:
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