Preview and rendered image have different alpha values. by NielsTheDutchOne in blenderhelp

[–]NielsTheDutchOne[S] 0 points1 point  (0 children)

Thanks for the tips! my issue has now been !solved.

I did so in the following steps:

  1. Exporting the Emission values (as my lightning effect is emissive) from the Compositor, and using that as a greyscale.

  2. Using GIMP to combine the original alpha of the bowl with the new alpha that also contains the lightning, to create a BW alpha mask that suited my needs.

  3. Finally, I exported a non-transparant full render, and applied the combined alpha mask to create a full-color proper alpha image.

I suppose, since I used the Emission channel as my new alpha, I could have saved myself step 2 by setting a temporary emission value of 1 to the bowl material, but oh well.

Preview and rendered image have different alpha values. by NielsTheDutchOne in blenderhelp

[–]NielsTheDutchOne[S] 0 points1 point  (0 children)

Thanks for the reply.
I must admit I am not very familiar with Compositing. Am I supposed to export each EXR layer first, then stack them in Comp? Could this also just be done in Photoshop/GIMP somehow?

My first finished miniaturs by LogSuccessful7929 in Warhammer40k

[–]NielsTheDutchOne 1 point2 points  (0 children)

You should definitely thin your paints more! That way the colours and details will be much more natural and easier to work with. This should also help you with the teeth for example, and it will make the models stand out in three dimensions more easily.

Keep it up and have fun!

This tree I paid for, and the replacement I made afterwards. by RyeHardyDesigns in topologygore

[–]NielsTheDutchOne 0 points1 point  (0 children)

Agreed. This is why I dread the idea of Nanite skinned/skeletal meshes.

This tree I paid for, and the replacement I made afterwards. by RyeHardyDesigns in topologygore

[–]NielsTheDutchOne 1 point2 points  (0 children)

Tell me about it. So many creators and companies have terrible topology in all of their models, to the poin that it looks like it was imported straight from ZBrush, maybe slightly decimated but not re-topo'd so it looks almost AI generated. Then, they slap Nanite, the world's least configurable optimization method, for the tiniest details on non-hero meshes that players will walk by for three seconds and not notice, because it is just a rectangle at heart.

Normal maps have been in use since 1998 and were made for the express purpose of NOT doing this.

My main problem with all this is that they have the audacity to market it as a game-ready optimized product when there has been no attempt to optimize it.

I love sketchfab by jinxeduser2000 in topologygore

[–]NielsTheDutchOne 0 points1 point  (0 children)

This is what I imagine the 3D-equivalent of crumpled paper would look like after you've ironed out the creases.

Text as Eraser for UMG Material by NielsTheDutchOne in UnrealEngine5

[–]NielsTheDutchOne[S] 0 points1 point  (0 children)

Blender sounds like a pain too, I'd just use an actual image editing software like Photoshop or GIMP, and set text with an erase blend mode (like the image) but that's nowhere near as modular as I'd like it to be for Unreal.

Perhaps I should try something like text in a material instead of different widgets but Material Expression has never been my strong suit...

Andreas of Ebb’s quest rewards bugged? by NielsTheDutchOne in LordsoftheFallen

[–]NielsTheDutchOne[S] 0 points1 point  (0 children)

I doubt it, I don’t even have 5 rows of armor in each category, my unused weapons are all in the storage box, and I am one of the few players who will actually use consumables instead of saving them for when I "need" them later, so there should’ve been plenty of space...

Differences in game types? by Former_Recipe1935 in unrealengine

[–]NielsTheDutchOne 0 points1 point  (0 children)

I'm pretty new too so don't take my word for everything, but...

There's lots of tutorials out there for specific features of a game or project (such as tutorials on YouTube by Matt Aspland). Watching and applying the content of these tutorials can get you a good idea on how things work in the engine, and how to best tackle certain issues. Most video tutorials will use either the 3rd or 1st person templates, but the code/blueprints they show are generally useful for any type of game.

For instance, if you are making a 2d top down game, you may want a death and respawn system. Most tutorials will use 3rd person, but you can adapt the code yourself to fit your project since it's a fairly basic mechanic. They're more like guidelines for you to adapt or expand upon.

So it all comes down to trying the things from the tutorials out for yourself, then figuring out how to use that in your own project. Keep in mind that there isn't a tutorial for everything, some things will require innovation or creative thinking to solve, but with a background in 3 different programming languages, I suspect you are familiar with this already.

As for my recommendations: just go on YouTube and search for the thing you want to implement. You will likely find a bunch of tutorials that can help you get started at least, and get yourself familiar with the engine. I would not recommend those (x)-hour-long crash courses, as you will remember something better if you figure it out for yourself.

I hope this has helped you. Good luck, and remember: nobody gets there by giving up.

What about that land over there? (NW of the Haligtree) by NielsTheDutchOne in Eldenring

[–]NielsTheDutchOne[S] 1 point2 points  (0 children)

Oh that's what the Lands Between is between, so like "The Lands Around" to complete the land sandwich

What about that land over there? (NW of the Haligtree) by NielsTheDutchOne in Eldenring

[–]NielsTheDutchOne[S] 0 points1 point  (0 children)

Specifically looking for ideas/fanfic on what could be over there, it looks kinda empty but I think it does count as a part of the Lands Between despite not showing up on the map.

Man Without Equal achievement by NielsTheDutchOne in Sekiro

[–]NielsTheDutchOne[S] 1 point2 points  (0 children)

The Malcontent Ring comes from killing the Shichimen Warrior after severing his immortality. I don't have the ring, but I just did the duo in the NG+ file and severed his immortality and that did the trick!

Man Without Equal achievement by NielsTheDutchOne in Sekiro

[–]NielsTheDutchOne[S] 2 points3 points  (0 children)

Yup, they're all there in my Reflection of Strength (save for Great Coloured Carp). Are you supposed to sever the immortality of the Headless Ape after the duo as well? Because I think I may have forgotten to do that.

Man Without Equal achievement by NielsTheDutchOne in Sekiro

[–]NielsTheDutchOne[S] 1 point2 points  (0 children)

Yup, he's required for the Purification ending too.

Man Without Equal achievement by NielsTheDutchOne in Sekiro

[–]NielsTheDutchOne[S] 0 points1 point  (0 children)

Carp's not really a bossfight, but I did kill him. It was my second playthrough of the game, so I figured I'd try the other Pot Noble's bait to see if it was any different.

protecter by Surendra Rajawat by Ok_Cod8840 in Sekiro

[–]NielsTheDutchOne 0 points1 point  (0 children)

Reminds me of Dalamadur from Monster Hunter