yeah MoP, its the tension at 0 thing - in the tesselate modifier you'll recall that it smooths the mesh, and the "tension" spinner is the one that controls the amount of smoothing, and at 0 it won't smooth it at all. I'm honestly not entirely sure how tesselating the low poly baking mesh will affect things, though. I guess…
Thanks again for all these chamfer improvements, they are making a big difference. I am getting a bug in 21 where edges with 0 weight are getting chamfered when filter all edges is on. This seemed to work fine in 20. Would also like to make a case for edges being 0 weight by default (or an option to set a default creation…
Ok, I'll try to explain better myself. When you use specular map or strength map it's easy. The value range by 0 to 1, so if you create a black and white map the white areas corresponds to 1 the black areas to 0, with all the shades in the middle. No suprise here. But when you use SSS radius the range didin't stop to 1, it…
it's curvature based so curved surfaces are going to get picked up by the mask - the tyre in particular is going to be awkward. The inconsistency suggests there's something weird about your UVs/Normals - check they're not flipped / overlapping within the 0-1 space . if they are, shift all the inverted UVs outside 0-1 and…
This normal map looks inverted. Try to flip green channel, change unpack min settings to -1 -1 -1 0 and compression settings to tc_normalmap. It's not necessary to add second uv channel if your mesh hasn't got overlapped uv's, you can simply tweak mesh settings to use first channel. Just change light map coordinate index…
Did some more work on the hair shader. I cant seem to find a value for the offset h, so I am currently using a random offset, which is the cause of the noise in the specular lobes. Some gifs of the parameters: BetaM - Longitudinal roughness from 0-1 BetaN - Azimuthal roughness from 0-1 Shift: shifts R, TT ,TRT along hair…
Hey, cool article! BTW I am curious, what do you guys think of this? http://images.eurogamer.net/assets/articles//a/1/0/0/1/8/6/1/Lighting2_Final.jpg.jpg Some objects in shadows appear pitch black, but the back of the character is very bright ... The funny thing is, I think the same screenshot from the earlier demo looks…
As long as you offset your mirrored uvs, all is well. You see when you convert, all you're converting is the *rendered* OS map into tangent space, in the 0-1 range. So everything in the 0-1 range transfers correctly. However it would not display(as OS) correctly, it would transfer to TS just fine. Now there are ways to…
Wow this is a great shader! I tried testing it with a car I modeled, but I can't seem to get the toon-y effect. If I set my rampcontrast to anything above 0, then everything just gets a lot darker. Anything from 0 to negative values, and everything gets saturated and a lot lighter. :/ Am I doing something wrong? I made…
Same level of distortion the smaller checkers appear to hide it a little better. But you can still some pretty bad distortion even at the higher res. You need to stick to unwrapping things inside the 0-1 space, most of the time unless you can count on the tile area outside of the 0-1 space. The only real way to deal with…