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Find the example scene with the adapted shaders for the walls and the floor here: https://cloud.blender.org/p/procedural-shading/5f2d40a5a72ef6dc71a8a612
Those nodes, such as operations and vectors, are confusing to connect
@李俊逸 非常难以理解
I know I've been putting many questions here. Will these blending and masking result can be ported into unreal engine without any loss? Can I "bake" the shaders to actual mesh?
*@Huân Lê-Vương* You can always bake the PBR maps to use them in other software. That is what the final chapter will be about. Of course that loses the dynamic nature of the procedural shader.
However, Unreal Engine has its own node-based shading system and a lot of the techniques and concepts I am teaching in the course are just as well applicable over there, just with a different coating.
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