Hey, i just wanted to render aout a normal via arnolds build in "aov's" I used the aov "N" (Normal) but somehow i am not able to use it correct... i wanted something like that: (a normal map with violet-ish background, a common normal-map i guess) i renderd from the top an i get this: this are my settings: and this is the…
Trying to load shaderfx .sfx file using maxscript, but max loads some sort of default instead. I can import my file manually from shaderfx editor so the .sfx file itself is not the problem it seems. Doesn't work even when I read the file into variable and assign it to .shaderfxgraph. Heck, I copied the whole thing into…
Hi all, I am trying to reimport a Rat mesh into DDO. However when ever i try i get an error message saying: Error loading mesh! Assimp.AssimpException: Error importing file: converting the string "0000000000000000000.000000" into a value resulted in overflow. I am trying to import an OBJ exported form maya 2017. Quixel is…
Hey guys, If i have quixel running in Cross-App mode with Toolbag 2 (version 2.06), i consistently get this crash: It happens every 20 minutes or so, while Quixel is exporting out to the /Flats folder. This is kinda strange, because it doesn't crash if i don't have cross-app mode running and i use the texture exporter from…
Hi, Just wondering if anyone have seen cubemaps that put Y+ at the center of the cross, for example: If all I have is a standard panorama HDR image or a standard cubemap (where Z+ or X+ is at the center), can I generate a non-standard cubemap like above from it? (Maya's PBR material unfortunately use this weird format for…
When I click Import Category, it doesn't specify what kind of file-format I'm able to import. I've tried Photoshop ABR files, which I honestly was expecting to work, and I've tried PNG files. Neither have worked.
Thank you very much for this! Even after years 3ds max still have broken build-in BRDF texture (pixelated texture which produce artifacts), and your sulution solved the problem! (in my case I also edited orientation)
Hey all, I am working in unreal 5.4.4 and have the current error message with Nanite. I have nanite disabled in project settings → render tab. I also have raytracing and lumen disabled as I have no need for those in my current project. I checked all my models, material and blueprints and didn’t see nanite enabled on any of…
I'm working with an asymmetrical .fbx of a model from Zbrush - when I try to bake the high poly mesh in SP, the program seems to bake only one side of the original model, and mirrors it onto the other. Being new to Substance Painter I couldn't figure out why it might be doing that. Is there a setting I might have…