1. You need to use a normal map in addition to a displacement map in TB2. The reason for this is that the normals are not re-normalized after sub-division is applied. 2. This is expected behavior, larger faces will tesselate before smaller faces with standard realtime tessellation algorithms.
The fact we don't have a "loop" node make complex algorithms tedious to implement (you have to unroll manually basically). Also we don't support Matrix higher than 2x2 (aka Vector4), so that can become cumbersome to workaround.
I noticed RenderHJS's UV Toolbox utilizes Mental Ray rendering methods, is there any particular reason this is preferred over Lighttracer or Skylight bake method? I think xNormals uses a lightracer algorithm but i'm not too sure. Any info on this is appreciated.
Hey, Similar to Inktober, #Nodevember is here. See Adobe/Allgorithimics post: https://magazine.substance3d.com/substance-designers-nodevember-is-here/?fbclid=IwAR0LobJ5PgfWtpGxYzYvRQJ7lfuF4e_B3vmHPZwqaNedCZeYjCxrovAFzKg Thought it would be fun to post our progress here, but they encourage everyone to post on their forums…
Yo, I’m a programmer and currently working on an algorithm for computer vision. In essence I want to recognize patterns in the color values of an image by checking if the RGB values increase or decrease in certain areas. When you want to make your images brighter or darker, are the red, green and blue values similar to…
Welcome to The Beast Character Art Contest! In any adaptation of this universal
theme, between the Beauty and the Beast, the Beast has always been
the most fascinating character. He is a freak of nature, a monster,
an anomaly who doesn’t belong in the world he lives in. But as
strong and scary as he may look on the…
I have made this pluging for blender: https://joseconseco.github.io/WeightPaintToolsDocs/main_pie/ It is quite simple, but gets the job done. And there is this addon form another dev: https://blendermarket.com/products/voxel-heat-diffuse-skinning That gives you better starting weights, compared to default blender…
I was actually confused about this as well when I started out. basicly Turbosmooth = Subdivision Because what it does is subdivide your mesh according to a certain algorithm. You don't need to write ones yourself (atleast I never heard about anyone doing this).
I saw it a while ago on the OGRE forums, its very cool and requires no extra rigging work, its done the same as normal hardware skinning (in the vert shader) but uses different algorithms, so the pipeline doesn't change, which is good. http://isg.cs.tcd.ie/projects/DualQuaternions/
Then make something that isn't based in reality or trying to replicate it. Follow people that do fanciful and epic concepting and 3d. Search for surrealist 3d artists(they exist). Look into machine generation and various algorithmic designs. If you don't like something don't consume or make it.