Seeing as that alpha is 1-bit, not alpha blend, you are wrong. There is no blending algorithm to fix -- either a pixel of this material is rendered or a pixel of that material is rendered. His problem is he has dark edges around the leaves in the diffuse. He may be using the diffuse directly as the opacity mask by…
Hello guys wanted to ask about it, I make some shoulder armor piece but I tottaly not happy with some details, can you help me how can I did more accuracy result with those things I stroke it with blue line -) I just mask and infate but got some thing what me didnt like
hi is there a way to cnvert the materials in vray? I know that vray is already a pbr renderer and doesnt need the hack maks that games ned but quixel is a good way to generate masks , textures , normals etc , so I guess excluding some stuff vray could accept quixel maps , but in case wich ones and where to place ? Is there…
Make sure there is no mask applied to the mesh (masks can be hidden). To be sure, go to the masking sub-palette and hit clear mask. Use a standard brush, and not any more complex brushes which might have different settings applied to its behavior. Check the Brush: Automasking sub-palette to make sure you don't have an…
When you say "masking pattern", you're referring to the category of basic materials called Masking Patterns, right? If so, you'll need to copy the layer style from the albedo to the other map layers manually. DDO isn't set up to use those masking patterns as anything but albedo maps. You could go into the material folder…
I haven't done much actual polypainting in zbrush for the cave sculpts. I do output a cavity mask in both directions (cavity -100 and +100), and a peaks and valleys mask. The other supporting maps I usually use are curvature and AO (which is used to create some dirt masks). My texture PSDs usually involve a fairly smooth…
Always paint beyond the mask - prevents issues with mipmaping or anything else that reduces your texture size and might leave you with artifacts at the edges. If you are using Photoshop with .png and don't know how to work around the not properly accessible Alpha channel -> make one completely colored layer for your…
Noted. Thanks for the feedback! :) Okay I've been working on a mask for my splat map to use for the snow layer. The issue I'm having is that the landscape is 64 Square Kilometers and a 4k mask (I keep my splat maps at 4096x4096) isn't enough resolution when covers the whole landscape. The edges between the black and white…
For your fungus example above I would create the spots using nanomesh, assign a polygroup and use the polygroups to polypaint feature which enables you to then bake a matID mask(based on different vertex colours) which you can then use in S Painter to easily mask out different materials. You can also retain polygroups if…
Good to hear! Sorry that you lost your masks, this problem will hopefully be gone soon! I hope you're saving your own masks, it really speeds up the workflow! What i do is I save a base masks, dirt/scratches/paint and what not depending on the project, then i modify them for each smart material.That way you don't have to…