Great, that's good news. Currently I just redid the ID map and re-imported it into Quixel which did solve it. I'll look forward to 1.7 getting finalized so I can try it out. Had some issues with custom painted masks getting overridden when re-importing maps but not sure what really causes it, haven't had the time to check…
Need to fit color range into half of its current. (So like 4 bit vs 8bit) How would you solve this? We are using a Blend with a 16F 50% grayscale at linear dodge. Then doing a 16F grayscale of that result with Multiply. At the end we reduce to 8bit. It gives us close results, but I keep thinking we can do this with less…
I get what your saying that in 8bit color representation there is no true 90°, and 90° is directly in between the distinct 8 bit values thus even the smallest deviation would have the value round down. Pardon my ignorance, wouldn't it be the other way around ie: signed is -127 to 127 (255 values) versus unsigned 0 to 255…
It would help if you posted images of the problem in that case. The dithering improvement makes sense, when you make the normals completely flat, you're essentially matching the normals of the highpoly as closely as possible, this means the base normal map can be a flat neutral 127/127/255. Bit-depth issues are most…
Your friend is highly misinformed. Large textures take up huge resources. 16k hogs memory even when loaded to an offline renderer, never mind real-time! Renderers like Vray have tricks to combat the amount of memory consumed by many large texture maps. And substances are coded to leave a much reduced footprint. So for now,…
there are a couple other commercial game related postings around regarding blender but its hard to remember the names https://www.youtube.com/watch?v=K2P-YKsHpNs http://www.blendernation.com/2014/04/23/monument-valley-a-stunning-ios-game-designed-with-blender/…
Did you try? callbacks.addScript #viewportChange "theFun meshpick.object" id:#theViewCall If you put theFun inside the rollout you can just do: try (destroyDialog theScript) catch()rollout theScript "The Script"( --Filter for pick buttons, makes sure user can only select geometry fn meshFilter obj = superClassOf obj ==…
As part of my personal development, I have been working on my player character for the Lostmonster project, the main character. I recently updated the initial concept I had for this character. We conducted a test to evaluate how well the topology performed, and we are very pleased with the results from the start.…
I'm ready to open up the app for community testing. If you want to try it out and help me refine the SfS logic "in the wild," you can join the beta starting today. How to get access: * Join the Google Group: https://groups.google.com/g/nack-beta-testers (Membership is required to see the Play Store listing). * Download…