So i am having to bake out a bunch of lightmaps for a mobile game. I'll be using a linear workflow in max to bake the maps however iv been informed gamma correction is too expensive for the shaders so the calculations will be performed in gamma space. Anyone got any tips or ricks to counter some of the worst effects of…
Hi guys :) Is there a way to make vertex color linear gradient on splines (renderable) fast and easy? I need exactly 0 on spline start, and 255 on spline end. Maybe there's some techniques or script for that?
Hey guys check this out, it's f**k awesome :D How I Learnt to Stop Worrying and Love Linear Algebra by Steven Wittens http://acko.net/files/fullfrontal/fullfrontal/webglmath/online.html
I'm working on a shader that would use the Alpha to distinguish which RGB channel of a texture to display. My thoughts on how this would work are; A:1.0 = R, A:0.5 = G, A:0.0 = B, Is it possible to build this using Linear Interpolation nodes? If not what would be the correct approach? I'm working with the Strumpy Shader…
Recently I've been reading about linear workflow and I'm trying to adopt it. It seems that Blender automatically corrects any sRGB gamma 2.2 images to gamma 1.0 before rendering so I don't need to do anything there, but I do wonder about Photoshop. (Although Blender appears to export renders and bakes with gamma 2.2.)…
Hi! I'm relatively new to Reshift, and I've been searching high and low for an answer to how to make a specific kind of material that literally takes less than 2 minutes to set up in Cinema 4D's material editor: A linear 3D gradient ramp set in world space. Here's an example: That's all there is to it, along with some…
I'm just stuck with the PS DDS exporter and alpha maps from 3DS Max. The way PS generates mips uses a kaiser filter and the gamma encoding value. If your diffuse map is corrected at 2.2, are the alpha maps also ok to be mipped at 2.2? Is this data type appropriate for that use? Max has gamma/LUT stuff enabled so I'm…
Hi everyone, I’m trying to recreate this kind of anime coloring/shading style from One Piece (image attached). What I’m specifically trying to achieve: * Strong cel shading with soft transitions in some areas (like the face and hair) * Intense glow/red eye effect * Clean but dynamic highlights in hair (not overly…
I found this article pretty informative, about how to spot AI fakes, and whether it's ultimately a losing battle (or not!). https://www.science.org/content/article/deepfakes-are-everywhere-godfather-digital-forensics-fighting-back One thing I found a little bit annoying was their reliance on perspective lines to help…