I'm trying to do some test with your "blend material" master material. In the attached screenshot yo
I'm trying to do some test with your "blend material" master material. In the attached screenshot you can see an instance I've created.
As your blend material works with displacement map from quixel surfaces (quixel old) I was expecting the ORD slot.
Where to load AO and Displacement textures?
EDIT: the roughness channel is the ORD? I've opened the material instance created with Dash tools and it seems to be there, right?
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The same material applied with single material (on the left) and with blend material (on the right, is the same as the base one of the 3, no changes applied).
Why they look slightly different? (the one on the right is darker and greenish)
Hi ! I'm very interested by the perpetual license ! But i do have one last question : it's a lifetime license but you don't have any update after 1 year ? If so, is the tool still available and usable ?
Thanks for your answers and for this amazing tool βΊοΈ
Unknown Userβ’2mo ago
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Hey hey @otsoa π Happy to hear you are interested in Dash π
The perpetual license comes with 12 months of updates, after that, you can either buy another 12 months of updates (price undecided right now, but it will be in line with how others in the industry price it) or you can continue using whatever version of Dash was the latest when your 12 months run out. Perhaps it will be Dash 2.5, then you have forever access to Dash 2.5 yes! π
I ain't that good with landscape workflows, but I think you could use Landscape Layers and paint that path perhaps. A bit like we did in this video: https://docs.polygonflow.io/advanced/release-notes/dash-1.7.0#landscape-layer-masking
Otherwise, you could scatter decals (Decal Scatter), or some ground meshes (Path Scatter), or use the Road Tool in Dash. For me that would be easier, but ofc this also means you are adding assets which you maybe don't want π
Hi,
Yes the Roughness channel is the ORD
Why when i do a physics drop do things fall through the landscape?
We had a convo about this with another user before, and the conclusion there was that most likely it is due to the objects being scattered being so small so they don't work well with the landscape collision and we have not found a solution yet to this π https://discord.com/channels/826908885024636989/1305469225422422056
Do you think it may be a similar issue for you?
π€
well it was a boat! π
so not tiny
@Daniel - COO
Unknown Userβ’2mo ago
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Ok funkiest way to make dash your complete asset manager!
I have a huge project using lots of assets from different asset packs - so dash took a little bit of time to load. I came up with this process - time consuming and uses disk space but in long term a lifesaver.
1. Create a Folder for all of your Assets Packs from FAB to live in
2. Install each Asset pack into a seperate project - Categorize Sub folders if you wish in the project and shuffle things in this project to match your way of working (eg move Static Meshes into a particular folder etc according to your general way of working)
3. Open Each Project and Scan and Tag with Dash after you have done this
4. Now in main project you can open dash preferences and choose which asset pack you want to work with and bring in any assets which will have the folder structure from the asset pack you set up
This means in any project your working on you have a full digital asset system, where you can just choose the external Asset packs your working on and bring in what you need without bloating your project! π
This is a fun trick! π the external content browser support is really underutilized, and it's by far one of the best features of Dash's content browser imho!
In the future, I hope we can just make the process of loading 10K-60K+ assets much more streamlined, without bloating your projects either.
Unknown Userβ’2mo ago
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I can imagine the terrain deformers to have another spline on the sides to spawn in rocks and cliffs hehe
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