hi is there a way to cnvert the materials in vray? I know that vray is already a pbr renderer and doesnt need the hack maks that games ned but quixel is a good way to generate masks , textures , normals etc , so I guess excluding some stuff vray could accept quixel maps , but in case wich ones and where to place ? Is there…
Make sure there is no mask applied to the mesh (masks can be hidden). To be sure, go to the masking sub-palette and hit clear mask. Use a standard brush, and not any more complex brushes which might have different settings applied to its behavior. Check the Brush: Automasking sub-palette to make sure you don't have an…
When you say "masking pattern", you're referring to the category of basic materials called Masking Patterns, right? If so, you'll need to copy the layer style from the albedo to the other map layers manually. DDO isn't set up to use those masking patterns as anything but albedo maps. You could go into the material folder…
I haven't done much actual polypainting in zbrush for the cave sculpts. I do output a cavity mask in both directions (cavity -100 and +100), and a peaks and valleys mask. The other supporting maps I usually use are curvature and AO (which is used to create some dirt masks). My texture PSDs usually involve a fairly smooth…
Always paint beyond the mask - prevents issues with mipmaping or anything else that reduces your texture size and might leave you with artifacts at the edges. If you are using Photoshop with .png and don't know how to work around the not properly accessible Alpha channel -> make one completely colored layer for your…
Noted. Thanks for the feedback! :) Okay I've been working on a mask for my splat map to use for the snow layer. The issue I'm having is that the landscape is 64 Square Kilometers and a 4k mask (I keep my splat maps at 4096x4096) isn't enough resolution when covers the whole landscape. The edges between the black and white…
For your fungus example above I would create the spots using nanomesh, assign a polygroup and use the polygroups to polypaint feature which enables you to then bake a matID mask(based on different vertex colours) which you can then use in S Painter to easily mask out different materials. You can also retain polygroups if…
Good to hear! Sorry that you lost your masks, this problem will hopefully be gone soon! I hope you're saving your own masks, it really speeds up the workflow! What i do is I save a base masks, dirt/scratches/paint and what not depending on the project, then i modify them for each smart material.That way you don't have to…
You dont need a custom texture just a custom mask, but you can make a custom texture if you want to of course! If you want to use the textures included in the suite you just make a checkerd white and black texture, add a new texure (i call it pattern or mask but technically its a texture) in the suite and put it in the…
I would also avoid the png format. Edge bleeding + regular alpha channel is the cleanest way (so .tga or proper .dds format) The only workaround i've found with .png is to save is with a layer with the colors you want at 1 percent opacity. It's ok when used as mask, because the little opacity is cropped, but it's…