Those charts and balls are in the render scene cause you see something is off really fast. If the white ball insnt white but your chars eyes. Something isnt right. Some goes for the colors on the chart. There are lightballs and a chart in the scene. https://renderman.pixar.com/official-swatch And yes with an xrite you can…
Missed this... Opps Skinning in general doesn't react well to changes in geometry (below skin). Above skin it handles it pretty well but then some exporters don't like other modifiers on top of skin so you are risking it working fine in max but not after exporting, so typically you have to redo skin, which isn't as painful…
Hey Guys, I am working on the Snow shader in Unreal where you can add snow on objects with respect to gravity, its normals, a lot more. So i tried to fix all the feedback i got. I setup the material for bark and wanted to see how it looks. I tested it on the cart too but i am still not satisfied with the cart because i…
You definitely need to space them out more. At that resolution you are sharing pixels between the UV islands (try UV mapping with a 32x32 noise texture). Straight from UDN: "Padding between UV charts is necessary to prevent bleeding artifacts. Padding around the edges of the lightmap UV layout, however, is not necessary as…
It's called hyperthreading, meaning: It's four virtual cores, but with the performance of two physical ones. The upside is that when you have more than two threads you won't suffer the small penalty you would when running multiple threads on just two cores, and windows will see it as four cores. If you were actually told…
Hey @tmammela A lot of how you color calibrate depends on the exposure you take with your camera, even with the calibrated chart, you can still be off by a few values for having underexposed and overexposed photos. Its good to try and white balance from the chart if it has a white and gray card during photo capture. The…
Looking good, a few things that jumps out for me: - The glass on the hover cart looks overly bright and smashed up, is there no cubemap reflection on it? Should be more subtle. - The garbage bags in the middle of the road seem out of place. - You have an arrow pointing in one direction yet the cart is heading the other…
Metal is actually pretty easy to do with PBR. Since metals generally reflect almost 100% of light that hits them, you simply need to make your specular color the final color of reflections you'd like to see. For example, you'd want a light pinkish color for clean copper, or a bright desaturated yellow for most types of…
I have another question about metal... First, the image generously provided by Sebastian Lagarde: Image It has an entry for "Forged Iron" but it is grouped with the non-conductors. Is this a mistake? Then extrapolating from there; all the other metals on that chart have luminosity values anywhere from around 180 to 255.…