I know you said to let you know if we wanted to see how you'd render it in maya, but honestly I'd love to see how you'd render this in unreal aswell. Glass is one thing I struggle with shader wise in unreal.
thats a great tutorial, but i have an issue: if i use ray tracing, my glass becomes white and looks pretty much like its emitting light. is there known solution to that?
Great video 😃 But when I use this in unreal, even the wood keeps tranparent. So I usually create 2 lamberts: 1 for the glass and 1 for the " body" of the window (I don't know if the way I do is correct or not).
This guy speaks like someone selling vacuum cleaners at the mall. I love it. Very efficient.
Thanks! 😁
Great Video. Glass is always a trouble in different engines! So many different methods. :D
Ty! ❤❤❤
You're welcome! ☺️
I know you said to let you know if we wanted to see how you'd render it in maya, but honestly I'd love to see how you'd render this in unreal aswell. Glass is one thing I struggle with shader wise in unreal.
Thank you very much! That's awesome 👍🏻
Glad you liked it! ☺️
Hey Abraham, thank you for this video😄😄. And yes can you please make a video on making this in maya, it would be very helpful.
Thank you soooo mush! i need it so bad
Hope it helps! 🫶
thats a great tutorial, but i have an issue: if i use ray tracing, my glass becomes white and looks pretty much like its emitting light. is there known solution to that?
So i cant export from substance painter to unreal glass material ?
Great video as always!👌
Thank you! ☺️
I am to model a shoe for a school project and I have try but couldnt do it can u do a tutorial on shoe ?
Thanks you, Can u please a tutorial on texturingxyz maps or its workflow
Great video 😃 But when I use this in unreal, even the wood keeps tranparent. So I usually create 2 lamberts: 1 for the glass and 1 for the " body" of the window (I don't know if the way I do is correct or not).
Yes that works nicely as well!
This is because Nanite does not support transparency in UE5. Transmissive materials needs to be a separate mesh.