I made a simple test material of how i thought ill go around creating the shoreline, but it gives bad results, the depth biased alpha node takes in account pixels that are behind the pixels currently rendered (or smt like that?) which means it changes with the view. test material: results: and Note how the red (foam) is…
Interesting page in substance documentation: https://substance3d.adobe.com/documentation/bake/seams-are-visible-after-baking-a-normal-texture-159451848.html Blade: hard shaded edge along the blades edge - this way the normal map doesn't have to compensate for very extreme angle. Crossguard: Seams at rounded edge combined…
Hello Tom, Some great stuff in there for sure. Keep creating stuff and work a bit more on lighting. What you have is a great start, but mix it up a bit more. From room to room or scene to scene. It's kinda like you play the same note at every point. Give your environments more punch, draw the eye. Less is more, we know you…
No idea about blender. But this sounds like a geometry flatten to me. In maya it would be average normals, making sure all these point in the same direction. Again, its a possibility. Doesn't mean its the ultimate measure in this case. Look at the low poly without normalmaps, there is a pretty hefty shading difference in…
youi're missing white so it's 8 by that logic however.. if you use vertex color in most engines (eg. unreal) it's a fixed cost - you don't save anything by using only 2 channels because the data is stored as a vec4. At worst you have 8-bit precision - giving you a potential total of 1024 unique 1 bit masks. I've shipped a…
Painter could show the displacement too . it's in shader settings. By default any height texture is rendered with kind of mild influence to pixel normals . Sometimes hardly visible. No connection to real height amplitude it supposed to be. I use" height to normal" filter put into normal slot of a layer with same input…
Yeah, it's totally possible to scale the source outside. in Photoshop for example. But it's inconvenient. Big part is ability to scale up to certain pixel per detail ratio with real time feedback. Ability to quickly reconsider etc. Pixel per detail ratio is so basic thing. Like 2Dtransform node in SD. Something in the…
Hi there Xoliul, definitely not an Outrun 2 clone. The original idea was actually for a touge style mountain racer, like Initial D, but it's just evolved into the arcade style racer it is. I'm far more inspired by Ridge Racer than Outrun to be honest, it's my favourite driving game series. I just happen to like…
Ah. It sounds like you've hit the resolution limit of your splat map. You're painting individual pixels of it. You need to increase the resolution of your terrain, if you want really small circles. That's "Control Texture Resolution" in the terrain settings. But ultimately this is not what you want, if you're making a…
I just run some tests with Mental Ray and basically it can do what you want. However it also introduces some more quirks and bugs that you'll have to work around. First you'll need an alpha texture with decent resolution. It can't have any anti aliasing, just 100% white or black pixels. Also the filtering for that texture…