@Udjani like Kirk said above, yeah OSL in Cycles freezes like blue hell. My CPU is a i7-4790k. Creating a 32 bit float saves it as a 16 bit correctly as you said, and now I can finally see the normal map correctly inside Marmoset :) There is one problem though - I need to make it sRGB color space in Marmo to view it…
Introducing Baked Blender Pro Suite: Elevate Your Digital Art Workflow! Hey fellow artists and Blender enthusiasts! I'm thrilled to announce the launch of Baked Blender Pro Suite, a Blender plug-in designed to make your digital art creation process a little bit more fun. Whether you're a seasoned artist or just getting…
Okay, I finally got it down...The problem was that I was not setting the image node's color space to Non-Color before baking. If I leave it at the default Linear, the map will come out wrong. Thanks for the help guys. I noticed Udjani says to save it as a Copy, and Zeist as Save As Render. I tried it both, and no changes…
@Udjani @Justo Yeah sorry - OSL was supposed to be regarded as a recommendation rather then a necessity for this. I brought it up originally because I jumped the gun and mistook what I saw and in rushing the changes to the post I didn't reflect this well enough. It was supposed to state that it wasn't needed in this case…
Yes I am very interested on dithering, a Blender user showed me how to reduce the color data on Blender Stack (to create a retro 256 colors sprite) maybe it is a starting point to reduce the number of colors of an image with more than 8 bit color data: https://blender.stackexchange.com/a/90949/23134 For now one of the…
Yeah you basically set up your rigid bodies how you want them, then add them to the seamless area where each rigid body gets surrounded by passive copies of itself. The passive copies are offset the dimensions of the seamless area and mirror the active with constraints. Basically if an active rigid body goes too far away…
Okay, I don't care what the hot keys are. That's easy to adapt to. What I don't like are the nonsensical changes made to the basic interface, like removing functions that simply should still be there. Such as the node editor. In 2.4x, you would click and drag to delete connections, nice and simple, and I remember i figured…
1. Blender doesn't save the texture file anywhere by default. Images are saved independently from .blend files to facilitate faster saving, though you can pack them later to send them to a render farm. If you want to keep your painting, you have to save the images from the UV/Image editor once so Blender knows where to…
Well, Anything parametric can save hours and hours of time, even for modeling. It's a bit of a lost art these days (as newer releases of Max seem very poorly put together, at least based on the demo I've recently installed), but basically max circa version 9 and 2009-ish had an incredibly robust workflow revolving around…
I have made a tutorial on how to generate pre-rendered sprites (like Donkey Kong Country) with Blender Cycles and Shadow Catcher and then play those animations in Godot Engine depending on the key input pressed (script included): https://blender.stackexchange.com/a/117394/23134 The result: Kenub: yes the pointiness doesn't…