Hi!
I'm sort of new to DDO but i found my way to the effect properties that use object space normal masking to apply directional effects.
When i open up the settings for it, the problem is that changing the sliders seems weird. I think it's easier if i just say what my spefific problem is.
I have my dirt layer go on the top of the model, and i want it to go on the bottom side instead. Okay, simple enough, the top/bottom slider is at 100. But when i change it to 0 it instead goes away completely. as if i changed it to Y = 0, instead of Y = -1 (effectively inverting Y axis). Am i doing something wrong, or is it impossible to change direction 180 degrees?
Replies
Just use the invert button next to the slider - you'll want to use the top/bottom direction and invert that instead of inverting the entire object space map itself.
On a sidenote, are there any solutions towards fixing seams? It's really time consuming to go back in and paint over 4 individual channels to get rid of them.
If i understand what you are saying correctly, masking would only get rid of detail around the problem parts, which would just make it so that there wouldn't be any seam because there wouldn't be detail to create seams, which is not optimal. By painting over individual channels i mean painting albedo, then metallic, then gloss etc.
I think the correct solution would be that the program knows which edge connects to which edge, and grab the details from the other edge and blur it over, vice versa.
Duplicate the layer giving you a seamed appearance
Set the scale up or down one level in dDo
Enter DynaMask, paint in randomly or as-needed to minimize the appearance of seams
Let me know if that helps!
Thanks for the tips, but i think you're talking about different kind of seams, ones that result from maybe not having enough of a buffer zone outside of the UV shell.
The seams I'm having trouble with are the ones that arise when Quixel generates things like oil and dirt noise; by themselves they're seamless, but when they are generated over different UV shells, they create seams because they're just a 2d effect that's overlaid on UV space.
Those are why i have to go into mudbox/zbrush to blur over the edges of the UV shells, to make the two sides bleed into each other a bit, cancelling the bad seams.
Adjusting the scale of a layer and painting in as-needed can reduce or eliminate seams in some cases like yours. You may wish to try it out and see if it will help!