Yes, diffusely convolved cube maps are different from specular convolved ones. It works exactly the same as a specular exponent. A diffuse convolve is like using a spec exponent of one. So if you want to do your diffuse lighting and your specular lighting both with cube maps, you'll need two cube maps - one diffusely…
[ QUOTE ] I think hes refering more to baking diffuse maps exported from zbrush with thier funky auto-mapping applied to a highres model onto the lowres model to use as a base for texture work. We're using max to do this currently, but it would be great to get everything set up in one program. [/ QUOTE ] So you apply a…
I think you missed my point - applying normal maps as diffuse textures will show the "seams" even if they are perfectly hidden when the texture is correctly as a normal-map. Showing the normal-map as a diffuse texture doesn't prove anything. The seams are clear enough in the other images. I could show a screenshot of a…
Version v3.6.1 is out. Basically added the diffuse cubemap lighting to simulate outdoors, added fresnel reflections, now the last importers/exporters used are saved so you won't have to re-select the file filter in the combo boxes and the isolate/mask normal map ( see the "batch protect" in the docs ) Here you can see the…
By the moment the blurred ones will be ok thx But hey a question! Is a good idea to use other cubemaps different to do the specular lighting too or just need the diffuse ones? I see HDRShop allows to generate a different cubemap for specular. If I can perform a multiply for diffuse and then add the specular will be good?…
Morning all! I am watching a tutorial on gumroad and the guy makes a stunning little lightmap by combining an AO pass he baked in 3ds max (which I can replicate just fine) with an "occlusion" and "Diffuse" pass from crazybump... These are the two I'm having trouble replicated in xNormal... Here is what he's generating.…
neigan: Bear in mind that since tangent-space normal maps take into account UV seams as part of the tangent basis, there's no reason why the "colours" (as you show in your last image, normalmap applied as a diffuse) should match up on either side of the seam. In fact, more often than not they must be different in order to…