Hi, So the issue am having is that when i hook up a displacement map to an AiStandardSurface i need to bump the height value in the displacement attributes to like 40 to get a reasonable result. I dont understand why the value would need to be that high? ill attach some pictures that can hopefully help someone figure this…
I made a character bit by bit over the summer and want to finish it completely next week. I painted his Ambient Occlusion map to fake a deeper mouth (substance painter), but I can't find a solution anywhere as to where to plug it in Maya. Using the aiAmbientOcclusion shader and a mixer didn't work, I'm not sure if I…
Hi everyone, Working on some models but having issues improving this current project https://sketchfab.com/3d-models/be550g-9ffae4f311714e9b9a009e8b7055be7b Any advice on how to make the models plastic materials more lifelike? Its a new product so we can't have any 'wear marks' LOD.
Hello guys, I'm currently modeling a building (see here : https://polycount.com/discussion/209219/wip-the-time-shop). And I'm trying to create some lights so I can display the house. I had a studio lighting, but that makes the modeling look like a toy. So I wanted to make an exterior lighting so it is more realistic. I…
Afternoon all! Is it possible to use 'bake selected geometry' with displacement maps and create quad meshes, not tris? I get ripples in the displacement from the edges of the tris, possible a hard edge issue (not fully investigated that yet) and quads handle this better I think. I'd rather not have to use Quadrangulate on…
Hello, i'm new here, and i have an issue i can't manage with. I post on quixel groupon fb, but nobody seems to know : with the specular map and reflectance at normal, it's like they were inverted in c4d. In maya there is an option "alpha is luminance" but in c4d i do not manage to have those working well... it's way…
So I'm pretty familiar with applying height maps on a single object, but I have no idea how to apply a height map to multiple objects that share the same uv map. Thanks in advance.
Hey, today I stumbled across something (for my shame I did not pay attention in the past): Color correction while rendering texture maps for realtime (haircard textures like albedo/normal/directional) I now often have read that working in "linear" is correct? under Preference - Color Management: "Rendering Space: scene…