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Quote: https://www.gamecoderblog.com/en/unreal-engine4/ue4-recommended-folder-structure


UE5 Handbook

Quote: https://learn.unrealengine.com/course/3754309

UE5 launcher:

  1. Set the Project location and the project name. Project name will be the name of the folder inside the project location.
  2. right side of project defaults to choose what features will get activated according to the template. These features may change later in project settings inside the project if needed.
  1. as an example for Target Hardware. It can be switch by edit>project settings> target hardware> target hardware. UE5 may need to restart to apply new settings
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Windows 7 problem.

source: https://forums.unrealengine.com/t/prgram-cant-start-cause-api-ms-win-downlevel-kernal32-blah-blah-dll-is-missing/156022

Figured out a solution. Copy the file, api-ms-win-downlevel-kernel32-l2-1-0.dll, from your /Windows/System32/CompatTel folder to C:\Program Files (x86)\Epic Games\Launcher\Portal\Binaries\Win64.

I changed Api in api-ms-win-downlevel-kernel32-l2-1-0.dll to a lowercase “a”. I tried copying api-ms-win-downlevel-kernel32-l2-1-0.dll to the \Win32 folder and the error still occurs, it has to be in the \Win64 folder.

Not sure why a recent update would delete or modify the api-ms-win-downlevel-kernel32-l2-1-0.dll path.

it translates as this- # Warning: Your file thief is healthy~ I just say it has no other meaning. According to a couple of websites and Maya’s official announcement, it seems malware.

source: https://forums.autodesk.com/t5/maya-forum/saving-file-creates-a-warning-in-chinese-characters/td-p/9731549


  • Under C:\Users\\Documents\maya\\scripts. Remove:
    • vaccine.py
    • vaccine.pyc
    • userSetup.py
      (These are generated by this malware when the infected scene was saved)
  • Open the maya scene which shows the error, then, search and remove the following on outliner;
    run the script
jobs = cmds.scriptJob(lj=True)
for job in jobs:
    if "leukocyte.antivirus()" in job:
        id = job.split(":")[0]
        if id.isdigit():
            cmds.scriptJob(k=int(id), f=True)

script_nodes = cmds.ls("vaccine_gene", type="script")
if script_nodes:

Another method is to install the maya security tools
source: https://knowledge.autodesk.com/support/maya/troubleshooting/caas/sfdcarticles/sfdcarticles/Chinese-warning-message-when-saving-a-scene-in-Maya.html

[note] Houdini

Reference / credit to Nine Between
  1. [enter] = transform ; [space] = orbit. Its sticky keyable so it can be holding space/enter to temporarily switch around or press on keyboard to change the mode.
  2. click on the sphere at the bar. press enter to drop the sphere at center
  3. in the node graph, a sphere_object1(geo) node has been created, double click into the geo node will find a sphere node.
  4. over on the node and click on the eye icon or to the right button blue button to view the current node in viewport.
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  1. go regedit > Computer\HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\GraphicsDrivers
  2. add TdrDelay and tDrDdiDelay as DWORD(32-Bit) with 60 as decimal

Will Huff(https://www.youtube.com/user/fxrtst11/featured) suggested website


  1. open regedit
  2. goto Computer\HKEY_CURRENT_USER\Software\Allegorithmic\Substance Designer\session
  3. delete the “dialogs” folder

zbrush summit 2020 tip

Draw loop along polymesh edge

  1. go under stroke
  2. curve function
  3. click off everything but polygroup
  4. click frame mesh
  5. pick one of the curve brush
  6. hit on the curve
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Thanks to James Grimes for doing these tests (https://community.foundry.com/discuss/topic/153264/mari-maya-and-renderman-23-equivalent-subdivision-settings)

Maya UV Boundary Smoothing: None
Renderman Face-Varying Interpolation: Old Style
Mari Face Var. Linear Interpolation: All

Maya UV Boundary Smoothing: Preserve Edges and Corners
Renderman Face-Varying Interpolation: New Style
Mari Face Var. Linear Interpolation: Corners Plus1 or Plus2 (Plus 2 extends Plus1)

Maya UV Boundary Smoothing: Preserve Edges
Renderman Face-Varying Interpolation: New Style, no corners
Mari Face Var. Linear Interpolation: None

Maya UV Boundary Smoothing: Maya Catmull-Clark
Renderman Face-Varying Interpolation: New Style, internal only
Mari Face Var. Linear Interpolation: Boundaries

the following is from renderman/katana

Interface.SetAttr(‘geometry.facevaryinginterpolateboundary’, IntAttribute(3))
Interface.SetAttr(‘geometry.facevaryingpropagatecorners’, IntAttribute(0))
Interface.SetAttr(‘geometry.interpolateBoundary’, IntAttribute(1))
Interface.SetAttr(‘type’, StringAttribute(‘subdmesh’))

We set several attributes above to match the Maya settings. Below we list the other options should you need to experiment.
Options for geometry.facevaryinterpolateboundary
0 (old style)
1 (new style)
2 (new style, no corners)
3 (new style, smooth internal only) This is the current Maya default

For default maya smooth method

Set a standard for each project. eg1: each udim per 1 meter, texture size as 2048

  • In this case: 2048px per 100 unit
  • texel density (px/unit) : 2048/100 = 20.48
  • map size: 2048

if the standard is each udim is 5 meter, each udim is 2048

  • 2048px per 500 unit
  • texel desity (px/unit): 2048/500 = 4.096
  • map size: 2048

[notes]Unreal Basics

basic scene template. To setup light/sky from a blank scene. from Learn UE cources website: Your First Hour with Unreal Engine

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