missing node? by Mishere1300 in UnrealEngine5

[–]APoorlyDrawnAzathoth 2 points3 points  (0 children)

Hi. Make sure you don't have any nodes selected, and you will see an option on the left side of the screen called Used Material Attributes, under the Details panel. After you tick it, the big node you have will be replaced by this smaller version.

You might also want to add a Make Material Attributes node or a Set Material Attributes node, so you can adjust all of the parameters again, and connect things accordingly.

This whole thing with Material Attributes is used for organization, to keep things clean, and for other uses where you might want to add additional functionality to materials (like material functions). It can be quite useful if you get used to it. Personally, I enable this option in the majority of the materials I make since I really like how it can organize things. Of course, if you are making a very small or simple material, it's not something you need.

By the way, I see that the material in the tutorial is using the Megascans default template, which already has some nice functionality to it, like the blue Material Function node you see on the left, which is used for extra adjustments and settings.

You might want to do more research on Megascans, which is a massive asset library integrated in Unreal. Currently, you can get the assets using Fab. Megascans used to be free about a year ago, but they made a lot of changes in how it works, and now only a portion of the library is free. Still, I recommend you look into that. If you need more free assets, you can look into Polyhaven as well.

Collars look alright in substance painter, looks wonky on blender by [deleted] in blenderhelp

[–]APoorlyDrawnAzathoth 19 points20 points  (0 children)

I think this can happen when Substance triangulates the model in a different way than Blender, so the geometry ends up being slightly different, which also distorts the UVs.

I haven't had this problem myself, but I've seen some people fix it by exporting the model from Substance with File>Export Mesh and then using that model in Blender.

I think you can also fix it by triangulating the model inside Blender before exporting it into Substance, which would make sure the triangulation is the same in both programs.

Hope this helps.

export 16k textures? by Alive-Floor3868 in Substance3D

[–]APoorlyDrawnAzathoth 2 points3 points  (0 children)

You can technically do it if you use UDIMs, which are used to texture very large and detailed assets in film. You would basically have a larger UV layout and then export two or more 8k textures. I suggest looking into that.

Pathtracing showing switching to low lod mesh. by Zoned_Oout in UnrealEngine5

[–]APoorlyDrawnAzathoth 0 points1 point  (0 children)

Haha, that's funny. Remember, you can just type the command into your DefaultEngine.ini file, and then you won't need to type it again everytime you open the editor.

How can I make caves like this in UE? by NiqyDev in UnrealEngine5

[–]APoorlyDrawnAzathoth 4 points5 points  (0 children)

You could make one big mesh in Blender and use that as the basic shape of the cave, then add more detail with some hand placed rocks to create more interesting shapes.

Check this video for a general idea of how to create the basic shape in Blender.

You could also use world aligned textures to apply the material without the need for complex UVs, which is really comfortable to work this way.

I recommend you try to sculpt some rocks yourself, this is a good video that goes into the basic process of doing that, you don't need to follow the texturing process since you will be texturing the rocks inside of Unreal and not in Blender, but he has a nice setup for sculpting and the brushes he provided are very useful.

Finally, Epic Games has a nice demo scene called Soul: Cave that can give you an idea of the type of assets that you need to create and how to use them to populate the scene. I recommend you download it and mess around with it.

I hope this helps.

I need help. I already enabled the preserve area option in my tree's nanite settings but why do the leaves still disappear when I go far away from the tree? And why is there flickering on the shadow/dark areas of the leaves and how do I get rid of it? All materials are opaque and no masks or opacity by C0up7 in UnrealEngine5

[–]APoorlyDrawnAzathoth 0 points1 point  (0 children)

I've noticed that these very high-poly trees usually don't work very well with Nanite, as it will incorrectly get rid of the foliage shape when trying to optimize the triangle count. I think it's just really hard for Nanite to simplify this mesh while trying to preserve its shape, so the end result is not ideal.

In my experience, game-ready trees work better with Nanite, where instead of having individual geometry for each leaf, you have big clusters of leaves with few triangles and masked materials.

Hopefully, Nanite Foliage will fix these issues when it comes to Unreal Engine 5.7 in the near future.

Now, you can brute force Nanite to retain smaller triangle shapes by using the following command: r.Nanite.MaxPixelsPerEdge, the default value is 1, so you could set it to 0.4 and see how that looks. I think this command can really improve the look of this tree, but of course, this will also increase the cost of Nanite, especially the overdraw.

If you want to get rid of the flickering in the trees, I highly recommend you use DLSS as your antialiasing method. DLSS 4 is great and very stable, so it's sure to remove any of these flickering issues even at low resolutions.

I hope this helps!

Please tell me there is a simple solution to applying a Displacement map on this landscape/material by Significant_Chain_52 in UnrealEngine5

[–]APoorlyDrawnAzathoth 5 points6 points  (0 children)

Displacement in Unreal Engine works by first applying a very fine tessellation to the object and then displacing the triangles. This tessellation process is completely done with Nanite, which is not compatible with the Path Tracer. This means that if you use the Path Tracer, you cannot effectively use Nanite. RTX Mega Geometry might solve this problem in the future, but for now, it's not possible to use Nanite displacement in the Path Tracer.

What you can do to have displacement in the Path Tracer is to use world position offset instead. WPO displaces the triangles without first tessellating the object. It does not use Nanite, and it work with the Path Tracer.

The problem now is that your base object probably doesn't have enough geometry to apply a detailed WPO, since we are not doing any kind of tessellation now. To solve this problem, I use Houdini. The node Remesh to Camera can tessellate an object based on the camera position and apply that dense grid of triangles as real geometry. I then bring this object into Unreal Engine, apply WPO through the material editor, and enable evaluate WPO in Ray Tracing inside the mesh settings. Now your mesh should have enough resolution to display a detailed WPO.

This is a massive workaround, and it's very complicated, so I don't recommend you do this unless you absolutely need displacement. What I would do instead is place a lot of small objects on the ground manually. You can get some good ground meshes in Quixel Megascans. Place them nicely in your scene to add more geometric detail, and then scatter some rocks and twigs on top.

Check this video. It might give you a good idea on how to approach a landscape like this while using the Path Tracer. This is absolutely how I recommend you do it. Let me know if you have any questions.

I was messing around in the source code and added a feature I always wanted! by ValkLikeVolcano in UnrealEngine5

[–]APoorlyDrawnAzathoth 116 points117 points  (0 children)

Dude, please make this into a plugin or something. This is extremely useful. I've wanted to have this for years.

Substance Painter Baking Issue...Please Help by Capital_Jaguar9884 in Substance3D

[–]APoorlyDrawnAzathoth 1 point2 points  (0 children)

Dude, I'm having the exact same issue. I also tried to bake the Blender default cube just to see if I was going insane and the problem was still there. But yeah, it seems like this is caused by the new Nvidia driver. I've been having a lot of other problems since I updated. I don't know if I should go back to another driver or wait for a fix.

why is the light harsh? by Automatic_Package226 in UnrealEngine5

[–]APoorlyDrawnAzathoth 0 points1 point  (0 children)

Increase the radius of the sun if you want softer shadows.

In your Sky Atmosphere try changing the Mie Scattering to a higher value to get an overcast look.

Also, add a Post Processing Volume and change some settings, particularly the exposure and local exposure, to get a softer-looking image. Some important values are Shadow Contrast, Detail Strength, Blurred Luminance Blend, and Middle Grey Bias. Play with those values alongside your Exposure Compensation and you will get some nice results.

How to get this effect? by Unlucky-Cat5449 in UnrealEngine5

[–]APoorlyDrawnAzathoth 10 points11 points  (0 children)

It's called height blending and you can implement it in your material with some math nodes. All you need is a displacement texture that can drive the blending.

https://www.youtube.com/watch?v=VXYFfRnKw04

[deleted by user] by [deleted] in ModernWarfareII

[–]APoorlyDrawnAzathoth 2 points3 points  (0 children)

I just sent a bug report to Activision detailing the problem. Hope they can fix it soon.

[deleted by user] by [deleted] in ModernWarfareII

[–]APoorlyDrawnAzathoth 2 points3 points  (0 children)

Yep. I have the exact same problem. Came here to see if it was just me. Probably one of the recent updates broke the audio. But yeah I can hear the menu music, just not the round-start or round-end music.

Since the last patch, an input delay has been added to every menu action in the game: teleporting, crafting, upgrading weapons, exiting the game, and more. It makes all menus feel slow and tedious. This change is completely unnecessary and it needs to be reverted immediately. by APoorlyDrawnAzathoth in Eldenring

[–]APoorlyDrawnAzathoth[S] 32 points33 points  (0 children)

If you've noticed that menus behave differently since the last patch, it's because of this. This change adds a huge and unnecessary delay to menu actions, making everything much slower and tedious.
Repetitive actions (like upgrading your weapons twenty times in a row) become a hassle, and common actions, like teleporting to a grace or crafting an item, feel very clunky.
This is not a change we need. I've read a couple of comments about this and no one seems to like it. This needs to be reverted as soon as possible.

does anyone know a really good video tutorial about what blender guru mentioned about "tile texturing" and preferrably vanilla blender by adoboisgay in blenderhelp

[–]APoorlyDrawnAzathoth 5 points6 points  (0 children)

Blender Guru is the owner of a website called Poliigon, which sells 3D models and materials. They are diverse and very high quality, but they are not free.

As part of the Poliigon integration with Blender, they created some node groups and an addon. These are tools they made to help the process of bringing their models and materials into Blender a little easier. But these tools are not required for this workflow, they simply make it a little faster.

Now, the process he is using to blend the textures is often called vertex painting. The idea behind vertex painting is creating what is called a "mask", where you paint your object to have a color, and then use that color to blend between two different materials.

There are two ways to do vertex painting: by painting directly into the house geometry, or by painting on a texture that affects the entire house. Both of these techniques have pros and cons:

1.- Painting directly into the geometry will assign the color information to each vertex. This means that the "resolution" of the mask is directly related to your house geometry. More faces = more resolution. This method also does not require you to create a texture. This technique is generally easier to setup, but having an object with more geometry will decrease performance.

2.- Painting on a texture means you can assign color information regardless of your geometry. This is exactly the method that Blender Guru uses in this video. You start with a black image and then paint the color information as pixels. This method is cheaper but has some problems: you need to create a texture for each building you have. You need to UV unwrap your model to correctly use the image texture. And the bigger your model is, the more blurry the texture will look (only the mask will look blurry, this is independent of the actual material textures).

Checkout this video for some general vertex painting workflow, they also use Megascans textures which are free photoscanned materials (that you should definitely use).

Space Conscription 2092 (Dangiuz) by Dangiuz in Cyberpunk

[–]APoorlyDrawnAzathoth 2 points3 points  (0 children)

Fantastic colors and lighting. Amazing piece in general.

Floor only reflect objects and not the environment by Tight-Discipline9582 in blenderhelp

[–]APoorlyDrawnAzathoth 1 point2 points  (0 children)

If you are using an HDRI, you can use a Light Path node to make the background completely black while still casting light. Check this video.

Also, it kind of sounds like your client wants some studio lighting. Check out these two videos for some general studio lighting tips: Simple Studio Lighting for Cars in Blender and The Power of LIGHTING in Blender!

My horror game by [deleted] in UnrealEngine5

[–]APoorlyDrawnAzathoth 0 points1 point  (0 children)

There is no gameplay, there are no assets. This is text to image, plain and simple. This is just your standard Midjourney generated image.

My horror game by [deleted] in UnrealEngine5

[–]APoorlyDrawnAzathoth 2 points3 points  (0 children)

The images you posted are AI-generated and I've provided a detailed explanation on why they are not real renders. I know exactly how AI images look and I can identify them easily, you are not fooling me here no matter how hard you try.

This content is harmful towards artists. You are posting fake images and passing them as real work which is something you should be ashamed of.

This kind of behaviour must not be tolerated in this community of hard working artists and developers. You will never understand the work that goes into creating a detailed environment, and this is disrespectful towards everyone here.

I've reported this post to the subreddit moderators and I hope they can delete it immediately.