I made a mistake in the video… All calculations should be performed in local space so the light vector should first be transformed into local space… 5:42
great tutorial!, I have tried many things and none seem efficient, I will have to give this a a try it seems promising, how would you put this on a skeletal mesh through the blueprint?
Thank you for your appreciation! In most cases, everything is normal, but if the character performs a head shake, you need to pass the current forward direction and right direction of the face into the material using the 'Set Scalar Parameter Value on Materials' node in Blueprints
SDF texture? What do you mean??? SDF stands for signed distance field. There is no signed distance field and this texture was not even created using this methode....
Thanks for pointing that out! You’re absolutely right-if you wanted to generate this kind of texture using the traditional approach, you’d need to write some code, like with the 8SSEDT algorithm. I wanted to make it easier for people to create something similar, so I used nodes in Substance Designer instead. While it’s not the traditional method, the final result gives the same effect. Appreciate your feedback and happy to discuss it more if you’re interested!
I made a mistake in the video… All calculations should be performed in local space so the light vector should first be transformed into local space… 5:42
great tutorial!, I have tried many things and none seem efficient, I will have to give this a a try it seems promising, how would you put this on a skeletal mesh through the blueprint?
Thank you for your appreciation! In most cases, everything is normal, but if the character performs a head shake, you need to pass the current forward direction and right direction of the face into the material using the 'Set Scalar Parameter Value on Materials' node in Blueprints
I thought about it, and if your model's face is separate and has its own local space coordinates, it should be possible to not use Blueprints
There is no SDF
SDF texture? What do you mean??? SDF stands for signed distance field. There is no signed distance field and this texture was not even created using this methode....
Thanks for pointing that out! You’re absolutely right-if you wanted to generate this kind of texture using the traditional approach, you’d need to write some code, like with the 8SSEDT algorithm. I wanted to make it easier for people to create something similar, so I used nodes in Substance Designer instead. While it’s not the traditional method, the final result gives the same effect. Appreciate your feedback and happy to discuss it more if you’re interested!