Maybe I should rephrase that--I think you should recommend it as the one preferred method that you should always use to combine normal maps if you can, unless you specifically want another specific effect from another method of blending. If the Photoshop plugin doesn't work for you for some reason Farfarer has a standalone…
If you try and scale down a layer or a document, that hasn't been flattened, using the "Bicubic sharper" -algorithm, then you WILL get alpha values on the border pixels (1px border all around). The same thing applies when you select "Bicubic: automatic" and scale something down. This is something you need to keep in mind…
Well, that didn't help. But anyway, I'll tell you about the owl photo. I was playing with a new lens and some lighting equipment a few years back. My wife took a photo of me holding a stuffed owl. And then a good friend of mine edited it so that my head was on the owl, and vice versa, as part of a set of silly photoshops…
Hello Allegorithmic team. In Substance Painter, it would be very helpful to have the ability to lock the lighting direction to the current camera - similarly to the way all 3d programs have a point light coming from the camera for their realtime viewports. That way the user could manually rotate the environment into an…
I just recently obtained Substance Live to use for my texturing. Like any other programs I am trying to learn, the "technical" side was a bit confusing (at least for me). I just been watching the beginners tutorial on Allegorithmic's youtube channel to get myself acquainted with the program. My current workflow includes:…
TheDaemon: that seems like a really difficult thing to get right. The regular edge-weighting for sub-d is a dissapointing affair in my experience, and the Pixar (Catmull Clark) algorithm is patented as you say. I imagine one would have to pay to integrate it into your application? Also, how bizarre is it that Pixologic…
This is on topic. The OP wants to export scanline compatible tangent vectors. The algorithm has been posted so he has a solution - grab vertex normals & tex coords & run them through that algorithm. A secondary solution is to use "standard" tangent space to avoid the necessity to do this in an exporter or engine. This can…
Yes, there is. Most subdivisions algorithms support "edge weights" where you can specificy edges that will remain "sharper" when the model is subdivided. The problem is that this can lead to twisting/pinching issues since you the algorithm has to interpolate parts of your mesh to compensate for the hard edge you added. If…
Height map blending isn't a thing - you should be able to build something to do it with designer easily though. The answer to the channels stuff is on the Allegorithmic site in the documentation. You need to follow specific naming conventions to pick up baked maps and custom channel based inputs are possible. The short…
Well on his setup, he is capturing mostly flat stuff like I am, but he is only cross polarizing the frontal light sources. His array of 8 lights in a circle is used primarily to derive normals and/or height and in the case of allegorithmic's graph you can use their "multi-angle to " node to get normals and albedo but i…