Hi, I don't know if the title makes sense, but this is what i'm trying to do: I want to have two diffuse textures. Diffuse 1 and diffuse 2. I want diffuse 2 to be on top of diffuse 1 and i want to be able to adjust the opacity of diffuse 2 so that if it is 100% transparent all you see is diffuse 1 and if it is 0%…
Hello Im doing a scan of smaller object (orange (fruit); but it doesnt matter, could be anything and the problem happened on and off previously with various scanned models). Im doing the diffuse texture in Agisoft Metashape from the original photos that were used for point cloud, mesh etc. generation ( i dont use another…
This is really sweet. How many tris for the mesh (tris), what resolution textures, which texture passes did you make (diffuse, rough, sss, etc.), and what is this rendered in?
So, I'm trying to find a way on getting detailed diffuse maps look good (not desaturating) in my shader. Currently, my detail diffuse is from my standard diffuse, just a smaller res, greyscale and edited for a weebit better tiling. In my shader I'm simply adding the detail diffuse to the standard diffuse but I get overly…
Whether there is an 3ds max shader that can display object normal in diffuse channel? For what? Because mental ray cannot bake normal maps, I switch to scanline for this, but if normal will be in diffuse, mental will bake it as diffuse.
My first thought would be to darken the diffuse color way down, but I don't have experience with this particular use case to know if it'll do what you want.
I would interpret this as: first 1024x1024 diffuse map one 1024x1024 normal map matching first diffuse one 1024x1024 specular map matching first diffuse second 1024x1024 diffuse map one 1024x1024 normal map matching second diffuse one 1024x1024 specular map matching second diffuse