@@pricefamily2 Hi, there is a tutorial to understand the basics: th-cam.com/video/qTfZib2LmJI/w-d-xo.html The usage is like any other material instance and there are examples of usage in the example map.
Thanks a lot ! For information if you're interested in the product, version 5.3 has a bug that makes the product unusable, but Epic fixed the problem in 5.4 preview, so it should work in the final 5.4 version. Also, I'm currently working on additional new features 🙂
That's because I used my Advanced Master Material For Props for windows, it's not built for that use but I haven't made my window specific Master Material yet so I used that one. However your idea for managing snow on windows is interesting I'm going to make a vertical gradient function for vertical windows and for horizontal windows use the technique I currently have which is based on angle of normals to do that. The actual feature of the snow you can control everything, the maximum angle (up to 90 degrees to get snow on the walls), the transition and many other things. (New master materials for windows, vegetation and decals will be included in this product in future updates).
@@Textures-3D-Models If you ever feel like doing some more detailed breakdown of some specific part of your material I'm sure the community would love to see it. I found this video from your post on reddit. Best etc etc.
Hi.nice work Regarding reducing the texture tiling, are you using the texture variation node for that? It would be cool if you could show the setup for integration with UDS as i think it will draw thousands of users to this.
Hi, thanks, the Material Randomization feature is actually texture bombing. I don't have UDS but you just have to insert the render target in the slot of the material instance, you can also insert it directly in the material function to avoid doing it in each material instance. I already have customers who use my product with UDS and it's very easy to do so I don't plan to make a video about it. If you own the product and don't know how to do it, I can explain you more in depth on my Discord : discord.gg/xsyCUmsVK9
Thanks, I don't think there are any problems, it's only a material, I have never used path tracing but why would it be a problem with a lighting method ?
If you are talking about the image on the product page, which shows the brick wall, please note that this is only for demonstration purposes, if you look at the center of the image, I have written that the contents are not included but you have a similar example in the map, the one named: Vertex Painting Blending + Mask Overlay + Mask Edges To Normal. If you do the same but don't use Mask Overlay and activate parallax occlusion only on the bricks, you will get the same result as in the image.
Dude... That was incredible. Congrats, look forward to seeing what you do with it.
Thank you very much, I'm going to use it to create environment packs and for my Enduro Motorcycle game.
Fab : fab.com/s/68d79188bcd3
If you want to be notified about news, updates or have questions, you can join my Discord server : discord.gg/tSMuXWAAg4
how do you use the tool
@@pricefamily2 Hi, there is a tutorial to understand the basics: th-cam.com/video/qTfZib2LmJI/w-d-xo.html The usage is like any other material instance and there are examples of usage in the example map.
Mad respect!
on 1:38 I teared up - the shader complexity 🤌
this is a pure masterpiece!
Thanks a lot ! For information if you're interested in the product, version 5.3 has a bug that makes the product unusable, but Epic fixed the problem in 5.4 preview, so it should work in the final 5.4 version. Also, I'm currently working on additional new features 🙂
@@Textures-3D-Models oh wow, thank you so much for this information! 💖
and it is really interesting what's gonna be next 👀🍿
this work is incredible!
@@NataN-0v0- Thanks, you can join my Discord : discord.gg/tSMuXWAAg4 or subscribe if you want to be kept informed about the update.
this looks really good! perfect timing too i was just in the market for one
1:04 perhaps add a way to clear the WPO effect from the windows, probably an adjustment based on angle of normals would do it.
That's because I used my Advanced Master Material For Props for windows, it's not built for that use but I haven't made my window specific Master Material yet so I used that one. However your idea for managing snow on windows is interesting I'm going to make a vertical gradient function for vertical windows and for horizontal windows use the technique I currently have which is based on angle of normals to do that.
The actual feature of the snow you can control everything, the maximum angle (up to 90 degrees to get snow on the walls), the transition and many other things.
(New master materials for windows, vegetation and decals will be included in this product in future updates).
@@Textures-3D-Models If you ever feel like doing some more detailed breakdown of some specific part of your material I'm sure the community would love to see it. I found this video from your post on reddit. Best etc etc.
This is impressive, good job!
Thanks a lot !
Hi.nice work Regarding reducing the texture tiling, are you using the texture variation node for that?
It would be cool if you could show the setup for integration with UDS as i think it will draw thousands of users to this.
Hi, thanks, the Material Randomization feature is actually texture bombing. I don't have UDS but you just have to insert the render target in the slot of the material instance, you can also insert it directly in the material function to avoid doing it in each material instance. I already have customers who use my product with UDS and it's very easy to do so I don't plan to make a video about it. If you own the product and don't know how to do it, I can explain you more in depth on my Discord : discord.gg/xsyCUmsVK9
Hi, nice tools. Is it fully compatible with path tracing?
Thanks, I don't think there are any problems, it's only a material, I have never used path tracing but why would it be a problem with a lighting method ?
There are no brick walls in the actual project
If you are talking about the image on the product page, which shows the brick wall, please note that this is only for demonstration purposes, if you look at the center of the image, I have written that the contents are not included but you have a similar example in the map, the one named: Vertex Painting Blending + Mask Overlay + Mask Edges To Normal.
If you do the same but don't use Mask Overlay and activate parallax occlusion only on the bricks, you will get the same result as in the image.