WOW ! Marc well done ! Finally prove that displacment can work on metahumans .... you give me bug in to my mind how did you achieve that, I assume that you made wrinkles through maya n-cloth (reason why you put topology up) and with ML deformer you get on real time character, but the displacment ... well done ... if you could just little hint to me that I am on good trace please ... Watching your videos for longer period and you are big brain to me
thanks but i do much more simple , if start to mess with ncloth and ML i would be forever , i just use deformer tension which is ok to test the workflow but not too accurate , displacement maybe should call it world position offset , you can search this in google , its some option in the UE shaders to offset vertex
@@marc1137Thank you, but in that moment you have to bake it probably trought bake deromer tool or live link (but thats not working for UE 5.3). I had in my mind that you are doing that trought WPO or POM. I even tryed the Maya muscle collider (that i saw in your video) but it didnt work well for me. Thanks for your response. I appreciate it and wish you luck with other test
this man has 30 years but he vaped for 5 years
WOW ! Marc well done ! Finally prove that displacment can work on metahumans .... you give me bug in to my mind how did you achieve that, I assume that you made wrinkles through maya n-cloth (reason why you put topology up) and with ML deformer you get on real time character, but the displacment ... well done ...
if you could just little hint to me that I am on good trace please ...
Watching your videos for longer period and you are big brain to me
thanks but i do much more simple , if start to mess with ncloth and ML i would be forever , i just use deformer tension which is ok to test the workflow but not too accurate , displacement maybe should call it world position offset , you can search this in google , its some option in the UE shaders to offset vertex
@@marc1137Thank you, but in that moment you have to bake it probably trought bake deromer tool or live link (but thats not working for UE 5.3). I had in my mind that you are doing that trought WPO or POM. I even tryed the Maya muscle collider (that i saw in your video) but it didnt work well for me.
Thanks for your response. I appreciate it and wish you luck with other test
I really wish they had kept tesselation for skeletal meshes. It's really painful to deal with such high poly meshes
hi) how you use displacement on skelet mesh?)
maybe its more a texture deformer than a displace but well very useful , world offset position, option in the UE materials