Happy to hear I was wrong in assuming your model was nonspecific. Sorry I've been having trouble understanding, and communicating clearly, I've been operating on less than the minimum required amount of sleep. I can see no technical flaws in neither your Lowpoly or Highpoly, everything seems to be baked and rendered…
Hi everyone and happy new year. Recently I have encountered a problem with some models in Blender (I use 2.82). When importing a model I have made in Sketchup, Blender "creates" these weird dark grey shapes on the model itself. I have gone back and forth between Blender and Sketchup to fix this - but nothing solves this.…
Hi equil, had the same thought first but then checked a few different shader. I doubt that all shader developer have implemented a wrong reflection code. At least I hope ;) But to get away from the cubemap and to show the core Problem I've recorded a small gif here. Notice how the reflection movement is rotated by 90°. And…
@bugo: you haven't reply yet to my post on the other shader. Your screenshot is done using this brdf shader, so I guess your problems are different. I'll check today at work since that might be a sampler state issue (a configuration of the textures). Basically the bug looks like the texture is not wrapping (repeating…
It's a 3D game character model with texture/spec/normal. But they are asking the Shader setup needs to be done in Maya with Maya stock shaders or mental ray. And for the turn in, they are saying renderer and lighting of my choice. By renderer by my choice are they saying default/mental ray or are they saying I can use…
The shading is there to compensate for the mesh normals of the low poly. Your baker(max?) and renderer(toolbag) are not properly synced up. Thus = smoothing errors. This is not a "problem" with the bake, but a technical problem with the tools you are using. You can bake and preview your model in: Maya, or 3ds max + 3ps…
you could generate this with code or you could simply composite images. either way, the result will depend entirely on how you combine your gradients/distancefields/however you choose to think of it here is an example in substance designer. the maths translate 1:1 to any shading language and can be easily ported to code.…
arnold does not have a toon shader.. but one is in development... https://arnold-rendering.com/2017/11/02/toon-shader-test/ you could try to work with the facing ratio... https://support.solidangle.com/display/A5AFMUG/Toon+Shading+with+the+Facing+Ratio+shader
This is not a good way to share a shader code. There is nothing like "combine shaders". You need to modify the shader or write it from scratch. Or you can use shaderforge or amplify shader for creating it from scratch with nodes, instead of writing it. But on both ways, you need to understand how shaders work, what…