From that wiki link you just sent: "When the renderer (or game engine) renders your game model, the shader must use the same tangent basis as the normal map baker, otherwise you'll get incorrect lighting, especially across the seams between UV shells." Going to check if this is the issue... Edit: No, ticking off " Tangent…
Like this latest update and your rendered ("ghosted") latent discrepancy, tbf is still a pretty cool side effect tho :+1: OT...I better shake a leg as well 'mit und progrezzz' 0_o
Oh, lookie here, something in color. Very cool man. It's weird, you've got these underlying comic style lines underneath these nicely rendered armor pieces. Interesting way to work. Keep it up, I'm really liking these. Very Blue Gender
In the tutorial on making a still image, it was mentioned that the texel density of a building in an Enivironment piece is determined by what percentage of the render size it occupies. For example, if the render size is 1920 x 1300 and the height of the first floor walls is about half of the render size, the vertical size…
Never had this issue before, but there it is. File Browser Dialog in Render Setup window won't open in my scene. Most of them don't open, Render Output selection and any Render Element output, as well as VRay or any other render-specific "Browse" buttons, they just don't work inside Render setup window. Running under Win…
Thanks, I appreciate the support ! Quick comparison for a rendered cavity map (raytraced) from Xnormal and a generated one from Crazybump. Xnormal Raytraced cavity map : The output texture is best used as a "multiply" layer in photoshop on top of your color map. You can get very sharp cavity map with around 512 rays in…
Both renderers can do great work. I have found V-Ray to be faster when I have many lights in a scene, for example an architectural interior. For your example though, either renderer would work fine. It will take some time for you to get familiar with which settings to use, how to set up your lights, and how to adjust your…
Don't get me wrong.I am referring to myself.For a long time,I have been experimenting with realtime renderers including game engines for rendering out my animations(not games) and most times,I get dissatisfied with the results I get even after scaling the hurdles required to get good results,I have even tried rendering out…
Bump. Rendering with an ortho camera does not solve the issue of OP not being able to render AO/shadow information from transparency in full 3D onto a UV set. For example, I want to render an AO/shadow map on hair cards by using my alpha from UVset1 and rendering shadow information onto a texture with cards fully layed out…
Sorry to revive an old thread, but I’m currently experimenting with baking hair via Arnold too. I do find the bake results to be much better compared to xNormal, but I’m a little bit stuck with a few things and have a few questions. It’s great that Arnold allows you to bake the raw data for the hair, rather than turning it…