Unreal Engine 4.24
When Spawning new actors via the SpanActor Blueprint node, initial transform must be supplied to the SpanActor node, and not defined in the spawned Actor Class’s Blueprint.
Just found out the hard way, that when you spawn an Actor using the SpawnActor blueprint node, the transform data connected to the SpawnActor node is actually applied after the actors Construction Script and BeginPlay Event.
This means any transform you will try to apply in the spawned Actor’s Blueprint will be overridden and therefore not work.
3ds max 2020
Continuing this example,
If you need to select objects (nodes) of a certain type i.e. lights, cameras etc.
You can use the INode class’s GetObject() method to get a reference to the node’s object, or “modified object” in 3ds max terms, and use the object’s GetSuperClassID() method to get the integer id representing the object’s superclass.
In addition, the MaxPlus SuperClassIds class contains convenient constants that can be used to avoid having to check and remember the superclasses numeric ids.
See reference here:
An example of a script that selects all light objects in the scene:
from MaxPlus import SuperClassIds
from MaxPlus import SelectionManager
list = 
for c in node.Children:
list = list + list_children(c)
for o in scene_objects():
obj = o.GetObject()
if obj.GetSuperClassID() == SuperClassIds.Light:
* note that when copying and pasting a script from this example, the indentation may not be pasted correctly.
Unreal Engine 4.24
To blend materials or material properties using Paint:
- Create a material that blends 2 materials or material properties using a texture as a mask like this example.
- Assign the material to an object in the level map and select it.
- In the Editor’s Mode window,
Select Paint mode, choose the Textures option.
- In the Brush settings, set brush Radius, and Strength.
- In the Texture Painting settings, choose Paint Color and Erase Color.
* These will usually be white and black, but that depends on how the mask texture is used (a single texture can be used to provide 3 different effect mask using RGB channels)
- in the Paint Texture property select the material’s mask texture you wish to paint.
- Paint using Paint Color using LMB strokes,
Press Shift while painting to paint using Erase Color:
- When finished, hit Save and Apply:
As far as I know, there’s no way to create a new empty or solid colored texture in UE4,
So we have to import a texture to be able to paint it in the Editor.
>> The scanned PBR materials in demonstrated in this post are from Texture Haven (texturehaven.com)
Steps for basic UV unwrapping:
- Select all polygons.
- Apply planar UV projection just to get rid of all the current UV seams.
- Select the edges that that are intended to be UV seams.
- In the UV Editor menu choose Cut/Sew > Cut.
- Select all polygons.
- In the UV Editor menu choose Modify > Unfold.
- In the UV Editor menu choose Modify > Layout.
- Scale and rotate the UV layout to fit the UV space.
Multiple UV layouts
This post isn’t about “tiled UVs” (“UDIM”), it’s about multiple UV sets (layouts).
Polygon mesh models can have multiple UV sets. this becomes useful when the UV layout that is optimal for a certain texture isn’t efficient for different texture (in the same material).
For example, we might have a model of furniture, or clothing, in which the UV layout that is best for the fabric weave pattern, isn’t the best for dirt and wear & tear, or stickers.
In such cases we can define different UV sets for the model, each suitable for a different texture.
In this example, having a separate UV Set for the logo texture allows placing it without affecting the checker texture that is displayed an all the surfaces:
To create multiple UV sets:
- In the UV editor view, from the UV Sets menu, select UV Set Editor to open the UV Set Editor:
- In the UV Set Editor, press the New button to create a new UV Set and double click it in the list to rename it:
- Close the UV Sets Editor.
The UV Editor view now displays the new UV Set that is empty, and UV creation and editing operations will now affect the new UV Set.
- To switch to edit a different UV Set, select it from the list at the bottom of the UV Sets menu:
To link a texture to a specific UV Set:
- Make sure the texture is connected to the material set for the model.
- Select the model.
- Open Windows > Relationship Editors > UV Linking > Texture-Centric:
- Select the wanted texture from the material texture list on the left and select the wanted UV Set from the models UV Sets list on the right:
Basic UV Unwrapping
More posts about Maya
Blender 2.8 | Cycles Renderer
CG-Lion Architectural Glazing Presets Pack 1.0 is an custom architectural glazing shader I developed for Cycles render engine, that provides easy setup of real world architectural glazing surfaces, and ships with 40 ready to use material presets.
The shader has architecture-friendly real world parameters like ‘frosted‘, ‘milky‘, ‘smoked‘ glass etc., has convenient built-in inputs for effects like selective sand blasting or selective graphic coating and is internally optimized for transparent shadow casting.
CG-Lion Architectural Glazing Presets Pack 1.0 is available for purchase on Blender Market.
Realistic Spotlights for Blender & Cycles
Customizable Photo-realistic Car-paint shader for Cycles
Procedural Wood Shader for Cycles