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I created this Rainmeter skin a while ago. I was inspired by my obnoxious desktop and my relatively clean iOS springboard(homescreen). So i decided to create this ios folder like skin that you can fill with anything and have it expand in "any" direction. Compiled Rainmeter skin availabe here:
DownloadI decided to make the skin on my phone in Substance Designer and i think it turned out alright. If you like the skin you can get it from dbrand. The render was created in Marmoset Toolbag 3. Higher quality video availabe here:
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I followed Daniel Thiger's excellent tutorial on how to create a Desert Bedrock material in Substance Designer. I learned a lot from the video and it helped me create other materials as well. The render was created in Marmoset Toolbag 3. Higher quality video availabe here:
DownloadHigh Quality
This is a User CSS dark skin for BME Neptun. It can be installed with stylus. Any issues can be reported here.
Install with StylusThis is a UE4 material function that can be used to add tessellation to any
material.
The height of the tessellation can be controlled with a scalar. The function has parameters
inside that can be
controlled in a material instance.
The maxTessFactor is 15 by default IN
ENGINE because it gets slower if you go higher
on AMD cards. You can change the maxTessFactor by editing the FlatTessellation.ush and
PNTriangles.ush files and then recompiling
EVERY engine shader.
The height is multplied by the tessellation factor,
so the less you tessellate,
the heightmap gets applied less. This also works with landscapes if you use Worldposition-XY
coords instead of LandscapeLayerCoords.