FishMan

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  1. Here is another way to do the same wind effect: This one has better depth. In previous case it looks like it shifting left and right, but in this case it moving more like towards/away, but the difference is really subtle. It adds some problems as well case if you got something else on the textures (for example another cloth variation) it can be seen on certain angles (case it's parallax after all): Also this method works better on planar surfaces without any UV stretching. All this is not a big deal if you use propper surfaces, textures and parameters. And I should say that both methods have problems when you using them on comlex parts of the objects without any proper masking. So both methods are usable. Perfomance seem like almoust the same, and if we belive shader complexity view mode it seems that a wall on the background has even more perfomance impact then this. So I guess this is a last post about this effect.
  2. Nothing out of this ) I'm just having fun ) If someone wants to use anything I do - he can do it absolutely free, without even informing me. If devs still aren't using this or don't write here anything Im pretty sure this mean that they are not interested
  3. Yep it's minimal, almoust nothing. It adds only 12 instructions in pixel shader and one texture lookup. You can even left it on lods.. Well not a normal map, the shader is messing up with texture coordinates - shifting UVs per each pixel. Here is the code: There is a static switch, so it can be disabled in material instances. Texture is avalible here. And the result... PS I dunno why sound is lagging )
  4. Well as far as I can see from this video they using some cloth simulation, which is not the same as I showed on the video )
  5. Now that has nothing to do with the scopes, but at this time something usefull. I just took the same principle that I was using in mirage effect and put it to the cloth, here is the result: This is not my idea I just read this article and decided to implement this inside unreal. I may record a short tutorial about how to do it if you interested (are you interested?)... Cause it messing with UVs inside pixel shader it doesn't require any good tesseletaion, so it can be aplyed to any surface. For example this is how they did wind on the character cloth in Dying Light. You can do the same for example - apply it to character cloth and get a wind effect...
  6. Thanks. I'm sure there was a reason why they decided to mess up with the proportions. Well I'm not agree with that decision cause it create just more problems. But I can't just believe that they wasn't aware about picatinny rail sizes. By the way here is just the good video which I use a lot for referencing...
  7. The short answer is "никак", because 3ds max does not support physically based rendering, and Im pretty sure never will, cause it was made for a different purpose. You could use them partially, but I can't see any reason why you should do it anyway. You were doing your model for game engine right? And why do you want to add them inside 3ds max? You should just export everything into a game engine, create a material and hook up all of your textures there. Here some basic information about materials and some info about asset creation pipeline.
  8. Yep. I've also got some lod issues. They are not exporting from the engine in 4.13 (only LOD0 is exporting). I heard in 4.14 Epics has fixed it. Thanks for the info.
  9. And yeah by the way Russified Photoshop is a cancer. You're better use programs on its native language, you will have fewer problems in the future due to this... Its better to learn English instead of using any localization. This is just some common advice which you can get actually from anyone who is experienced in working in the industry) Cheers.
  10. Well... Not the same, but close to this, cause u're (Substance Painter I mean) using specific HDR map for lighting and reflections (this called Image Based Lighting or IBL). You definitely should read this to understand what are you doing. ) Games don't use the logic u're trying to use at least for 10 years I think. You should understand that the material is obtained from combinations of different maps (like normal, albedo, roughness, AO) and from the surrounding environment (lighting included), and not from any specific map like it was in 1995~2005. There is no diffuse texture anymore, which was like a picture of a material. Materials now are trying to mimic real world physics. For better explanation read the manual that I gave you.
  11. Hi. Is anyone knows when SDK will be updated to 4.14? Do they plan this in general?
  12. Um and what is wrong specificly? Seems to me it looks the same O_o Press "C" to view your basecolor in SP.
  13. Is there any estimates when SDK will be updated? I just want to poke around some features that has come with UE 4.14.
  14. Well if I understand correct they build the whole level with just clouds, so I think that there is not much left for other things. I mean if you planing to make a good level with buildings, trees, grass or whatever it will not be possible to add clouds as well, cause they are pretty prefromance heavy, cause they are transparent. And by transparent I mean alpha blended - this mean one of the most perfomance heavy materials that you can use, it even worse than alpha tested materials which allready killng perfomance really strong. So my guess is when you building a level with just clouds and all the rest that you put in there (like ground, forests and etc) is pretty simple like a background - it will work, but when everyting on the ground has the same amout of detail - I think it wouldn't work. Especially on Unreal which seems like have a pretty strong problems with transperency overdraw. And here is the good thread about this issue.
  15. Another good example... https://www.artstation.com/artwork/6z0zW