What’s the mysterious red dotted line in Blender’s Viewport

Blender can define regions in the viewport that should be displayed rendered. That’s useful if we want to focus on a small portion of our scene. Rather than have the whole viewport displayed in rendered view, we can draw a border using CTRL + B, thereby defining a Render Region. This region manifests as that …

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Switch between frame count and seconds in the Blender Timeline

You may have seen projects or screenshots of Blender displaying a disturbing view of the timeline, in which rather than a pure 12345 frame count, you get something like 44+2 or 18+16. Something that sends the cold shivers down any animator’s spine. What is this madness you ask, and how can we restore it to …

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How to add Starter Content to your Unreal Project after you’ve created it

When we begin a new Unreal Engine project, it’ll always ask us if we’d like to add the Starter Content pack. I was recently working on something and thought, “had I only said YES when I created this”, but alas I did not – and was without the Starter Content. Of course it can be …

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Increasing a counter on a Heads Up Display in Unreal Engine

I’ve just learnt how to update a counter variable in Unreal Engine. There are several steps to it and some prerequisites, namely: we need to have a variable to read out we need a text field to be updated we need to bind the text field to the variable we need a widget and add …

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Using an Opacity / Transparency Map in DAZ Studio (Iray)

Transparency is handled differently across render engines and file formats. While a PNG, TIF or GIF file can contain transparency data, a JPG image cannot. DAZ Studio’s Iray render engine can’t handle transparency data embedded in such images and requires the use of a special Opacity or Transparency Map. This might sound a little confusing, …

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How to change the colour of a material via Blueprint in Unreal Engine

I’ve just learnt about a nifty mechanism to change parameters on a material node in Unreal Engine. The niftyness lies in the fact that when we convert static values in the material editor into parameters, which them become the equivalent of public variables that are accessible from other parts of UE4. It sounds way scarier than it is, let me how you how it works in detail and step by step.

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