Hi guys, I'm using PSD networks with Maya and they seemed to work great at first, but I have this issue where Maya seems to read the layers in the order they are in Photoshop, and not display them all together correctly. I'll explain the Photoshop layer order below: UV SnapShot blinn.specularColor blinn.bump blinn.color So…
Specular is actually just faking real life reflections in a really cheap manner. It's not a real phenonmenon to being with. So anything non raytraced-reflections to begin with is "cheating" in my eyes, and not in a bad way. Lots of things are cheating when it comes to computer graphics in any field. Either way. There is no…
Wow! Thankx for your speed light feedback Kain! Actually when i started this projet Blender community did not have a GLSL python script with outline. So i worked with the most common two texture script we have, and with very simple texture styles to achieve this "cartoon look": import GameLogic as g objlist =…
thanks for the feedback Drew. i'm reaching a point where i'm not sure how much further i can take this, unfortunately. i'm way more of an artist first, than a tech guy. shaders started out as a fun experiment but my in depth knowledge is actually very shallow. i've learned a lot so far and i'm sure i'll continue to do so,…
I had a few issues with this shader, first off when right clicking and save as it just wounldnt work, Jarc gave me this link https://share.allegorithmic.com/libraries/84 - the code looks the same so my guess was possibly an encoding issue with chrome when saving as? So if you have issue try that link My next issue was the…
I'm getting the same issue with swatches.fbx from Quixel Suite 1.8, but with Blender. i.e. in the swatches provided for photoshop (Swatch.aco), the color for Varnished Wood is #c85300, but in the FBX file once imported into Blender, the color is #E59B00 which results in "Undefined" in Ddo. I converted swatch.fbx to ASCII…
So, 3DS Max is of course an industry standard tool. Historically it's been difficult to preview what art will look like in the final game, however. Plugins such as Xoliul have helped, but generally don't match the exact parameters and output of the actual game - particularly with the advent of newer PBR workflows.…
I mention this in my tutorial; triangulation is a bit weird but this is my take on it: OB provides two methods, \ and /. Neither are inherently correct. You should test using both and see what matches your baking triangulation (for me using modo it was \). Even though OB quadifys (squarizes?) your mesh on import, you…
You're right... It should be this!finalSpecular *= lerp(albedo, fSpecularColor, mask2.b); but instead I had this for some stupid reason. finalSpecular *= lerp(finalSpecular, albedo, mask2.b); Can't believe I missed that! xD Fixed it though! 3DS Max:…
Just some extra info: Blinn, phong, oren-nayar, shlick etc all have diffuse and specular implementations. Most often you'll be seeing a lambertian diffuse model with a blinn or phong specular. Blinn's model is an approximation of phongs, and can be made to look identical with differing exponents. Also that specular…