What is the deal with word, all I want to do is import a .jpg file and have it show up in my document at the correct size. This has bothered me for years, I insert the image and it shows up at some random larger resolution and looks blurry. And on top of that it claims to be at a resolution of 100% so there is no quick way…
Trying to figure out the textel density of the following. Texture is 2048, units are cm Using an already created model with textools I get 1458 pixels and 83 units. Im unsure what to take from this. Does it mean the combined square area of the pixels is 2952 without spacing? So should I be divinding 1458/83 to get the…
EQ has asked me to lay some programmer shit on you guys regarding texture storage in real time renderers, so here goes. Some common textures formats: * DXT1: 4 bits per pixel, typically RGB only * DXT5: 8 bits per pixel (4 for color and 4 for alpha) * L8: 8 bits per pixel, uncompressed grayscale * R8G8B8: in theory 24 bits…
looks solid, I wonder why are there 3 big round islands on the uv layout though, looks like you need only one of them. Also you might consider removing geometry that is overalpped by another piece of geometry to save some uv space inside the big islands (at cost of higher vertex count due to new cuts) although I'm not sure…
Substance Designer is all wrapped around basically two things: randomly or otherwise orderly placing distance blobs or just small pictures and doing per pixel UV shift aka 2d displace in Photoshop. Sometimes that shift comes in a repeating loop like "slope blur". Before they used FX-map node that control small pictures UV…
Have anyone ever managed to do cryptomatte AOV reader in SD?Is it at all possible ? If I understand it right Cryptomatter writes/stores somehow multiple ID color values and its weight into same pixel. I never managed to learn how further extraction goes exactly. My guess it should be using some range separation or…
The main goal is to have relatively cheap sort-free pseudo transparency. Anti-Aliasing would only "smooth" the geometric edges of triangles. When using alpha-tested effects for foliage/hair and whatnot all the "edges" are actually inside the triangle and therefore would alias (full pixel is either 100% in or out, not like…
When it's an interp actor, it's lit with dynamic lighting (plus some indirect lighting) while a static mesh is lit usually only with lightmaps generated with Lightmass. These lightmaps in UDK tend to greatly wash out the details from the normal maps and make it look flat. Boosting the normal map intensity in the shader…
One pixel on baler is much bigger than one pixel on the tires. The pieces inside the UV map are scaled differently. So that things like the tires are taking up more space then the large baler in the middle. The tread around the tire takes almost as much space as half the baler lid on the UV map. When the tires on the model…
^^ Great for masks Never leave the raw image with the black backgroud, always make the background a green colour that blurs with the leaves, otherwise you can get horrible fringing in the mips. Also, try to fit the uvs/polygons as close to the branch shape as possible to cut down on the number of pixels you are testing…