hi, I just notice something strange. the problem happen when I was explaining to my friend about MIKKT and baking etc... when I make a cube with one smoothing group it gives me this weird result. the left one I baked in marmoset. the right one I baked it in substance painter which give me a clean result. using marmoset…
Hi, i wanted to ask if is it possible to make the side faces and borders of a displaced mesh ( plane ) smooth like in Arnold or another offline renderer. Here is what i mean: Arnold: Marmoset: Marmoset material settings: The displacement is a 8k seamless texture at 32 bit in PNG. Normal Map the same. The plane has over 1.5…
right its been awhile since i did some serious normal work BUT was experimenting with baked normals for linear things like railings, sideboards etc the issue is with soft edged models at corners where the smoothing group is broken EG if you want a tiling skirting board normal map you break the edge normals at the corners…
Hello, I have a brick wall and a concrete ground. Now I want to have a smooth transition between both. How is this usually solved? Should I attach both objects into one and then paint the texture so that it transitions nice, or is it possible to have a nice transition without having both objects as one? Also this is a…
Hey guys, i have been a marmoset user for a long time. Since i updated my video card (from a 650 ti) some months ago i have been seeing this errors on high poly meshes. It looks like some kind of smoothing error or artifact. This screenshot was taken using the rifle high poly render example. The artifacts usually show less…
Well there's also Collada though I haven't tried it yet... and since it's very similar to fbx I'm not sure if it would be any better. Modo's hard/soft edge support sucks since it's limited to the smoothing angle value of the material that's applied to the mesh. Or vertex normal maps which isn't really workable while…
So, I'm trying to create this dynamic tonemapping postprocess. I calculate the brightness of the screen and then use it to brighten/darken the image if necessary. The problem is, I can't come up with a way to make the transition smooth. I'd want the transition to be slow, not instant like it is now. Is there a way to limit…
Hey people. Recently I started working on a small stylized meadow scene, inspired by the beautiful work of Helder Pinto, called Europa. It has a very painterly look, similar to BotW. I was able to achieve similar style / looking foliage in a fairly easy way and I thought I would share my experiences with you guys,…
If I export an obj from 3ds max with normals and smoothing checked, the seams go away on the low poly, but when I apply the normal map there are lots of shading issues that appear like triangles that haven't been welded. If I go a step further and export from 3ds max to Xnormal with my normals and or smoothing checked off…