Pixel depth - assuming you are using it as a distance fade - should work fine as you had it. Bear in mind, for logical values in pixel depth, if you multiply it, its 1/Unreal Units. So 1/256 becomes 0.00390625, which should make your particles disappear over 256 units.
Those white pixels could be a result of a too high specular value. You could also turn on color clamping. These white spots are superbright pixels which don´t translate well when vray saves the image which is internally rendered in 16 or 32bit per channel as 8bit per channel.
Photoshop doesn't know anything about normal maps. It treats them as regular images assuming the values are in srgb space by default. But it doesn't matter usually because color profiles are are for show on screen. The pixel values stay same. And if you use some blending modes they just do whatever math they designed for .…
I want to make a nice render in Zbrush and I keep getting uber-pixelated results. From what I understand I am supposed to first, set my document size to a larger size about 4000 pixels wide, then press AAhalf on the right viewport and then export under the document window. I must be missing something because these are the…
Does anyone know a proper way how to get a median height value of an image in SD? Or perhaps not exactly median rather a middle value in between average high and low pixels? Lots of blur my guess of perhaps there might be a better way? The blur gives wrong result if the image has 90% zero black pixels and only 10% of some…
You don't lerp. You index into the array using the grayscale value of the pixel. If the pixel has a value of 0.4 it uses the color 40% along the array You can take this sort of thing quite a long way if you move out of RGB space. Eg. In hsv space you can remap or replace just the hue component of a color image . I've built…
If you're going with pure diffuse, with over 1 million pixels on your model (1024X1024), you're going to need to put more detail on this diffuse map in order to convince any sane person that you are using the space. That's almost 2,000 pixels per face! Make it look more like this: Make sure to get all those nice bevels in…
If I were you, I'd break the model into more modular pieces. For elements that are large and you can't do anything to break them up without creating seams in the lightmap, increase the lightmap resolution. Like Marchwarden said, be sure that every separate surface has its own pixels. Overlapping on a pixel mixes the…
They look pixelated because of your resolution size. You unwrap them into 0-1 uv space, but how big is your unwrap? What size is your texture? Can u post a picture of the 'careful unwrap' you did? Also, pixelation might occur in normal maps if your smoothing groups are different from your uv shells.
The way I validated my test before was checking the brightness value with the color picker on the same pixel before and after applying the b/w filter with all values set to 100(I believe those settings are a percent value). pixels with 70% brightness stayed at 70% so I assumed it was very close to taking the luminance of…