ParkerHartzler
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parkerhartzler.bsky.social
ParkerHartzler
@parkerhartzler.bsky.social
29/He/They/She
✊🏳️‍⚧️🏳️‍🌈
Senior Tech Artist @ HarakkaStudios
Prev UE Generalist @ FishFlightEntertainment
Prev Realtime Mocap Tech @ BeyondCapture
Worked on Unknown 9 Awakening, RE4 Remake, New Tales From The Borderlands
also if I put all the parameters inside a mat function that gets reused in the master material, I don't have the option to make it independent / unique, 1 mat function 1 parameter. I can just open the inputs on the mat function as well, but then it just feels cyclical for no good reason
October 21, 2025 at 7:52 AM
pretend you didn't see that mat function connected to nothing I took him out back and killed him
October 21, 2025 at 7:40 AM
another example is my master edit region. I'm running a very simple Mult/Pow function that gets repeated in the material abso-lutely everywhere, but other than that I need most things exposed so each texture and sample can have independent tweaking
October 21, 2025 at 7:39 AM
I could probably Mat function this specific region, and give it a switch for *Use Generic UV Parameters? Or Independent?* but in a lot of places in my material I need complete independent control of things, so I opted for this method
October 21, 2025 at 7:38 AM
I ended up needing to avoid that for 1 specific reason - each and every texture sample needs to have the option for independent UV controls. I have a few shared parameters like the Variation Scale, Variation Levels, and HeightMapInfluence in the TextureVariation, but lemme grab you a screenie
October 21, 2025 at 7:36 AM
This is lovely ! Adore shaders like this 💚💚💚💚💚
September 29, 2025 at 2:32 AM