? I mean I guess its possible where the texture mips or has filtering there;s a small halo. But what your saying as fact - is incorrect. Here is a plane with a 100% black to 100% white roughness texture. No feathering. @McDev Post your texture flats.
In the fragment shader the normal map is un-range compressed using the formula normalMap = normalize((normalMap - 0.5) * 2.0); You can leave out the * 2.0 since this component is meant to bring the vectors into -1.0 to 1.0 range. The normalization does this already so it should be redundant.
It took me many months to figure out a decent way to make displacements easier to do... anyway, here is the 1.0 release of the Wall Worm Displacement Tool. [ame=" https://www.youtube.com/watch?v=8RBnX_iULY0"]Wall Worm Displacement Tool 1.0 - YouTube[/ame]
Paint update: I had couple hours to work on this and I painted also some glow to see how will work with the new Riot style. I assuming the textured glow can't be 100% saturated and 100% light. Any ideas? Cheers, Sorin
These seams are because of gamma mismatch, try loading your normal map file in the material editor file with Gamma 1.0 (choose override when you load the rendered file); or just disable gamma 2.2 in the Gamma / LUT setup (set it to 1.0).
You can say anything you want as criticism, but your criticisms can be criticized as well. I think some of you think that it has to either be 100% realistic or 100% fantasy. You don't think that 60-75% realism is a valid goal?
Hmm, true. Seems to work best if you do it at a fairly low subdivision with Smooth strength at 100% and Std strength at 100% also... still not a very good replacement. I never found myself needing to use the flatten brush much anyway
I figured this out recently for our studio, wrote up the process. Works great for us... ============ 1. Don't do this until your monitor(s) have been on for at least 1 hour. 2. Reset the display driver gamma control. Display Properties > Settings > Advanced > GeForce tab > Color Correction > Restore Defaults. Repeat for…
Toolbag 4.01 now respects the DPI scaling you have set in Windows. If this is set to a value other than 100% or 200% (on 4K), UI elements can look a little chunky. You could try setting this to 100% if you want to restore how it looked in 4.00.