Im having issues where there are lines of dark squares when im rendering my ambient occlusion and vertex colors in xNormal. They look like this (https://imgur.com/L0XmEng, https://imgur.com/XeNMqkH ) and for the record this is what my normal looks like, if thats any help(https://imgur.com/BVEbw0d) . The squares don't align…
So just working on a personal project and when i unwrap and bake the normal and at seams the normal looks like it becomes inverted. Please help i get this problem a lot! I'm using xnormal for bakes and i unwrapped in 3ds max. -This is my high poly render. -This is my lp render looks fine on the front Heres the problem. The…
Hey everyone, I'm working on a project right now and I've been getting a lot of these little errors. I found out these are caused by xNormal triangulating a face differently than Maya's viewport. In an effort to fix this I triangulated the mesh before exporting... and my results look terrible. Here's an example with a…
I´ve spent several months working on this so I will say that this was my quarantine project instead of some 3d work. For years I´ve seen a lot of people selling and or using 4k or even 8k textures, more related to workflows that involve the final rendering in Vray, Arnold, Octane... Maybe I´m the only one who still no uses…
Gave it a try out of curiosity. Here's the multi-sample method in a stripped-down surface shader. I had to change the handedness from the code above to match Unity (changing the sign of the operation when sampling the e and w values from + to - and vice versa).Shader "Debug/Normal Map From Height" { Properties { _Color…
Joe Wilson has created a thorough outline on understanding averaged normals and ray projections. This information is for any 3D videogame artist, no matter your experience.Polycount Forum moderator, Joe Wilson, cooked up this thorough post outlinining averaged normals and ray projections. Understanding the fundamentals…
Tangent space normals are a comparison between your high and low poly's normals. so the Normals of both directly effect the result. The gradients are correct and should be present. the thing is Unity doesn't do normal maps the same way as topogun (neither is wrong, and this mismatch is a very common problem, its a math…
Hi there! I'm currently trying to get a huge number of grass planes to shade properly. Basically, I edited the normals of the original patch of grass so that all vertices normals would face up. It shaded good so I decided to paint that mesh on my ground mesh with the 3ds Max paint object tool. My problem is that the mesh…