They're mainly just for visualisation inside SP, and shouldn't be counted on as 100% accurate. If you're not sure about what PBR is, that's a good place to start (just google it :) ). Besides that, the main thing to know is how they handle alpha channels. Alpha blending is for semi transparency - glass etc. Alpha masking…
A while ago Unity introduced this: https://blogs.unity3d.com/ru/2019/02/14/procedural-stochastic-texturing-in-unity/ Since that I have asked whether SP/SD has a similar feature on the allegorithmi forum, but I received no reply. Does anyone know how something similar can be done in SP/SD?
Hi, SP imports both obj and FBX - what program did you create the chess piece in? Can you export from it as FBX and give that a try? Do you get an error in the SP log tab when you try to import the obj - or what exactly happens?
I'm gonna let my copy sit on the shelf until I finish FEAR. Playing MP was a bit freaky.. like a prettyfied old skool fragfest. dunno if Im much for that gameplay anymore. SP is not too bad, but it's tough to get into while Im still playing a better SP game, FEAR.
I can confirm that SP and SD both work on the 1060 - I went ahead and bought one a few days ago. :) So iRay isn't supported on the 10xx cards? I was actually wondering why my renderer in SD and SP was completely pitch-black. Is there any ETA on the fix?
in SP - transparent shader, and what others already suggested - alpha (opacity)+emissive outside SP: in case you are using it in some game engine you can use bump offset/parallax to make it move/look more real using some simple "value node/vector 1"
Week Four Day 1- Work Day Day 2- I spent a lot of time trying to fix the seam issue on the height map in Photoshop. Then tried many ways to convert the height map to a normal map or generate other maps based on the height map in Substance Painter. Something I found during the process that I need to keep in mind for the…
In my experience the way SP calculates normal details usually gives me a few problems, but since I'm usually exporting to another program for rendering I just ignore it and check the quality regularly in whatever software I'm going to render it. I don't know if this is what you're going to do, but I found that a lot of the…
[ QUOTE ] Irritant: Q2 was a great, cohesive SP game. To be honest I'd buy the game if Q4 was just Q2 remade to look really nice and detailed. With some better AI. [/ QUOTE ] Me too but one of my favorite things about SP Q2 was getting the monsters to fight each toher
@ant1fact Yes, cage is not needed in this workflow. Strange. I've been exclusively baking with SP for 18 months and 'compute per-fragment' has never not been on by default. :) @Nerdicon3000 Here's a description of the workflow: - Low and high silhouette matching closely - single smoothing group(no UV/SG splits or cage…