For the normal map that appears more bright that's because Blender works in the sRGB color space (invented for old cathodic monitors to make every images brighters and contrasted, more infos here: https://docs.unity3d.com/Manual/LinearRendering-LinearOrGammaWorkflow.html and here: https://youtu.be/m9AT7H4GGrA) normally…
@Udjani for one you are throwing away the "Z" (blue) channel of one of your textures with this setup. And just adding them is not the right way to go about it either. With normals, 128 (or 0.5 for greater color depth) is the unmodified normal direction. With just adding both together you are only ever rotating the normals…
Hello all, When color picking in 3D texture paint mode, is there a way to have the color picker source color from the actual raw pixel data from the current texture, even though the full result of the shading is being displayed (shader + viewport color management) ? Note that I am not just talking about avoiding the…
@musashidan I tested 2.8 as well and found that the bevel behaves different from 2.7. A profile setting of 0.7 is roughly the same as 0.99 before. Once 2.8 bevel is final, I will test it more in depth to see if that workflow is still valid or not, or even obsolete, due to new features. @FourtyNights I have seen and tried…
Heya @Linko - I think there is again a clarity issue with this post. The end result/screenshot certainly looks great and useful, but nowhere in your post do you explain : - The input(s) required : is this working from a high poly model ? Or from a low with just a normalmap ? Or, a low with a whole set of maps (position,…
@@IxenonI Recreate what, the socket or the logic behind the switch? Uploading a file wouldn't help with adding new sockets through Python because you need to do this by hand to alter a specific group, and I no longer have this file anyway. You need to add import bpy at the top of the file or script. Either write it down…
Your custom pivot is actually a null/cube called 'Custom Pivot' and you clicked here or is it something I don't have in my version maybe? Everything works well when I use the cursor as transform orientation scale in single axis still possible - now I get it can be annoying as you ant to work on more than a thing at a time…
It depends on the microdetail frequency of the height/disp map, but generally you don't need the normal map if you have a high detail disp map and use disp+bump. Renderers like Arnold/Vray/Corona have added this displacement bump feature to cut down on geometry density. Arnold displacement, for instance, works like magic…
Hello all, Is there a clever add-on out there (or perhaps a default way ?) to create a simple material (say, Principled BRDF or even just Diffuse) as well as a plain white or grey texture connected to the diffuse input of said material, all in one single action ? All this without having to interact with the material tab…
Also, it's worth noting the new release schedule. They've been planning this for a while, and it's now going into effect. "We're reviewing with all branch/patch developers the status of their work, and make a migration schedule for all new features. This could include projects like new Mesh editing (BMesh), paint/sculpt…