So I was able to get Packstube to work with tiffs by simply adding the lines images = images.concat( pDestFolder.getFiles( "*.tif" ));images = images.concat( pDestFolder.getFiles( "*.tiff" )); to the script. This should work with any other format you may be working with. Like those crazy kids that only bake in .gif these…
as neox just asked me about post fx stuff, the basic operation for image filtering is "convolution". basically the output for each pixel is a weighted sum of its neighbors and self. imagine 3x3 weights & offsets with the middle pixel being the one we process. different values yield different results, e.g if we do 1/9 as…
[ QUOTE ] But I'm afraid I don't know what you mean by normalized. Could you please elaborate or provide a link? [/ QUOTE ] Normal maps represent the same thing as vertex normals, but on a per pixel basis - and that thing is a vector which determines how that pixel receives lighting. In order for a vector to really mean…
Hey! Welcome to The Polygon Vault ! This is my little space to explore retro-style 3D modeling — low poly trees, chunky textures, and that good old-school vibe from the PS1 era. I build everything from scratch in Blender, then bring it to life in Unreal Engine with a bit of that pixel-flavored aesthetic. If you're into…
Why use cs5 photoshop? IMO Affinity Photo covers whatever Phs sc5 is able to do plus lots of new tools I can't imaging working without nowadays: patch tool , linked layers , fully non-destructive everything. I would understand cs6 where clipping groups first appeared but not cs5. There is one thing that makes you troubles…
I have been experimenting a bit with the mixer brush in photoshop. If you set the mixer brush's settings to "dry, heavy load", enable "clean brush after release" and "load brush after stroke", you basically end up with a "tube brush". You basically paint with an image now. So unlike the Clone Stamp tool, the location of…
In the context of long thin triangles, it refers to the waste of shading processing when you have a surface that's not triangulated with care. As a necessary step, a GPU will process triangles in a way that is efficient when rendering the interior of triangles, but not so efficient when rendering the edges of triangles.…
codpiece rockin it...he is a ninja and a pimp Warby - tons of people just hear normal map and bloom and dont fully understand how cool it is that we have these new tools and why it may seem overused at this early stage of per pixel. The reason I called this thread next gen is because this WIP is just the begining of what…
Hi! Can you elaborate/show what problem you're having exactly? Seems you didn't include an image of the lit mesh with normal map applied. Frequently people are wondering about the normal maps different colors that show up along seams, however it's to be expected with a tangent space normal map. What matters is that the lit…
I should jump in here to mention that baking high precision normals (16bit and up) is not only a good idea for the reasons EQ mentions, but this actually also benefits the case where an engine will ultimately compress the normals as well. The reason is that conversion from uncompressed to compressed normals can do a better…