Hi guys,
I`m trying to get ndo to recognize a greyscale gradient ramp as a slope when converting from height to normal. but all I get is the hard edge where the gradient ends.
has anyone tried this or got this working successfully?
Nevermind... just got it working. I thought the grey to normal icon ment height to normal conversion but actually if I go through the map converter menu instead, I get some results. unfortunately not gamma corrected so need to fiddle around with the gradient to get it linear
Replies
when is news about 1.9 coming :P
or another one would be why all of a sudden my object in 3do doesn't display the material anymore... but I could also just use the search function
btw I can't seem to figure out in what conditions 3do material display breaks. the attached screenshot for example is one obj mesh that contains copies of the same element. the middle element is mirrored within the mesh but the normals are fine (not backfacing). it should basically have the same material as the others as the uv coords are the same...
btw I threw out most of my art pipeline last week to be able to use quixel suite better. meaning that my unique objects are mostly going to be atlas texture mapped. that way I can deal with the batch processing of quixel not working as I don't have hundreds of objects to process but only a handful of atlas textures. figured that if quixel won't change, it's at least in my hands to change my pipeline . As long as I`m not thinking too hard about wasted time, we are good
I`m always exporting the same way but some objects just fail to display with mats (I also checked for mat ids but that wasn't it either as I think only mat1 is used?). This could of course easily be an issue with 3dsmax, however exporting the same objects to cryengine displays correctly. but as I said, as long as I have one object that I can attach to for export, it's not a deal breaker
shots attached with PBR on/off
elements are all the same. it almost seems to differ from export to export after tweaking just minor things. basically the broken element and the one on the left are identical... the one thats all lonely by itself on the right in the back is the one I need to attach to for anything to show up with tex coords