Unfortunately there is no official release date -> I think in around 1-3 weeks
Ello! thread hasnât been very active in a while, but it has helped me a lot. So I thought Iâd drop by and post my results, as Iâm looking for a little feedback. Hopefully some of you are still around!
://puu.sh/gBnNb/d602990ef8.jpg
I feel so dumb. But how do you get the two green nodes. Nothing I use to search for them brings them up. Sorry for such a noob question. I tried to answer hub but never got an answer.
One is constant and the other is scalar parameter.
Edit:
Shortcut keys are â1â and âsâ.
the one with the 0 -> search for constant
the subsurface node -> search for scalar parmameter
@ Posted at the same time
Curious about the seconds on the timestamp now.
Hehehe, would be cool to see the seconds
Appreciate it guys!
Grass implementation, using mainly forum info: (Minius Post)
https://forums.unrealengine/showthread.php?32543-What-Are-You-Working-On-Community-Screenshots-amp-Videos/page12
Screenshot sample:
And video:
?v=a1QIYUB5cq4
Looks pretty good! You used the new foilage shading mode?
Looks cool. The movement of the grass looks a little odd, though?
Thanks. I use subsurface color, and two sided foliage shading model. Grass on light looks somewhat lighter, but not sure about grass vertex normal correctness.
Now using FXAA (instead of prev TemporalAA):
?v=FfQInzbaRLI
I agree. It doesnât look natural to me. It will be better to have a general direction of wind mixed with some chaotic subtle mouvements.
Link is dead
Can I please get a better pic, I canât see anything it says on the picture. And iâm not good enough with bpâs to make it on my own. Better yet, can you send me just the mat?
They updated the wiki, here is the new one ://wiki.polycount/wiki/VertexNormal
hello ⌠where can i set AA method to true and use FXAA. thanks
also looking for the answer for ot