Search found 11 matches

by dink
Thu Apr 04, 2019 2:50 pm
Forum: Amplify Shader Editor
Topic: Diffusion Profile?? [SOLVED]
Replies: 2
Views: 18731

Re: Diffusion Profile??

Thank you so much, Amplify_Borba! Very helpful. This solution works. :-)
by dink
Wed Mar 27, 2019 1:01 am
Forum: Amplify Shader Editor
Topic: Diffusion Profile?? [SOLVED]
Replies: 2
Views: 18731

Diffusion Profile?? [SOLVED]

Hey all!

I'm creating a Translucent material and I would like to take advantage of a Diffusion Profile I've created, but I'm unsure how to edit this value for the master GBuffer node in my shader.

The only lead I've found is a node in ASE called "Template Parameter," which allows me to change the ...
by dink
Fri Dec 15, 2017 10:25 pm
Forum: Amplify Shader Editor
Topic: Bug report with Tessellation
Replies: 7
Views: 10879

Re: Bug report with Tessellation

We would need to examine it for this one. Lighting use or even togging the "Generate Lightmap UV's" option in your model could mess up your existing layout.

I sent a unity package to the Support e-mail you provided. Let me know if there's anything else I can do to help.

The cracking, so to ...
by dink
Thu Dec 14, 2017 11:24 pm
Forum: Amplify Shader Editor
Topic: Inline border gradient on mesh edges
Replies: 2
Views: 2237

Re: Inline border gradient on mesh edges

I'm actually looking for the same thing, except I want it to create that border gradient effect around the UV islands.

But I also would need the effect your describing here, as I looked into it with Amplify in the past. I didn't dig deep but I never found a solution when I looked.

Subscribing to ...
by dink
Thu Dec 14, 2017 10:22 pm
Forum: Amplify Shader Editor
Topic: Terrain Shaders
Replies: 14
Views: 13202

Re: Terrain Shaders

I just came across this thread while browsing around the forums and I'm surprised and pleased to see the Amplify team is building a template shader for terrain. That's fantastic!

It reminded me of an article I wrote (originally just to keep for myself) where I was doing some research on how I could ...
by dink
Thu Dec 14, 2017 8:58 pm
Forum: Amplify Shader Editor
Topic: Bug report with Tessellation
Replies: 7
Views: 10879

Re: Bug report with Tessellation

Good news and bad news!! And a new video!

Bad news: I got the odd shader error when using Tessellation again. This time I was not in Deferred rendering mode, which is what seemed to cause the issue last time. I was able to quickly fix it, as you can see in the video link below.

Good news: In my ...
by dink
Thu Dec 14, 2017 8:05 pm
Forum: Amplify Shader Editor
Topic: Bug report with Tessellation
Replies: 7
Views: 10879

Re: Bug report with Tessellation

Oh! And yes I could see about packing up the files to send to you guys. :-)
by dink
Thu Dec 14, 2017 7:52 pm
Forum: Amplify Shader Editor
Topic: Bug report with Tessellation
Replies: 7
Views: 10879

Re: Bug report with Tessellation

Hey Borba! Thanks so much for the reply.

So based on your suggestions, I went in and tried some of these changes and I've come out the other side with an operable displacement, but with some caveats.

First, it seems like the labeling in the Shader Editor for the UVs is one number off from that ...
by dink
Wed Dec 13, 2017 7:16 pm
Forum: Amplify Shader Editor
Topic: Bug report with Tessellation
Replies: 7
Views: 10879

Bug report with Tessellation

Hi all!

I recently made an environment in Untiy using ASE. I loved the plug-in very much and it was incredibly useful and easy to use when putting my scene together.

However, I did run into a couple of issues when I tried to add tessellation to my materials, which ended up forcing me to not use ...
by dink
Sun Oct 08, 2017 2:07 am
Forum: Amplify Shader Editor
Topic: 3 UV set doesn't work when baking Lightmaps?
Replies: 1
Views: 3402

3 UV set doesn't work when baking Lightmaps?

Hey all,

I hope someone here can help me. So I've been trying to utilize 3 UV maps on objects in my scene (Amplify shader editor seems to allow us to use up to 4 channels). This is the techniques I'm trying to utilize:

1. I'm using UV CH0 for tiling textures in my materials.
2. I'm leaving UV CH1 ...