I use the snapshot folder and my images are stored in .exr format but I would rather them to be .png or something similar. I can store them manually with save as, but that would be tedious. And the worst part is that the .exr format comes with linear color management which I don't like for quick previewing my snapshots.
Can someone please explain to me why the UVs for the Linear wire in Interactive Groom look like this when I convert them to Polygons? I should be getting perfect squares on my checkerboard not rectangles. This tutorial doesn't really explain the UVs at 7:30.…
Hey guys, so I've been trying to paint directly onto my mesh, but it doesn't seem like layer styles like linear dodge affect paint layers? I'm currently trying to paint highlights real-time, but they're showing up like what it would look like if the layer was "normal". Any suggestions? :0
I think Kris is saying there is a lot of perspective distortion on the table. This image might help explain things, it shows how circles are distorted with linear perspective (which CG cameras usually use). More here http://wiki.polycount.com/wiki/Concept_Fundamentals#Perspective If you reduce the FOV and move the camera…
Thanks Noors for taking the time to help me. It wasn't the problem you told me, but when I was looking at if I could flip the green channel in maya I came to the conclusion that I forgot the put the textures to linear. Which was causing the artifects. So stupid that I didn't notice that sooner. Anyway thanks again :)
I'm using a linear workflow. I tried inverting the green channel in the normal/bump node and nothing changed. At least i haven't noticed a visible change. Checking the image path for the normal map i found that the gamma correction was at system default. Changing it as you said to 1.0 works like a charm! Thx again for the…
I was about to ask for a z depth pass aswell. The near blur is not that great. Could it be that the gradient gets gamma corrected ? Also our lead dev here said the gradient of the zdepth in Unity is not linear and gives more precision for closer objects. I'm not sure how it is correct for compositing software. And yes it…
I think they scrapped speedtree and have their own implementation now. Also, crysis was quite linear and worked with play-areas and background-areas. The imaginary size of the island has no meaning. We're talking amount of areas where you can actually go everywhere. But still, they've got a long way to go before they beat…
There are a few things you need to set up: SP bakes DirectX by default, TB2 is openGL, so you have to flip Y on NM.(or obviously don't if you baked openGL) Under options, make sure albedo is sRGB and linear textures are not. Invert the Gloss map. Change reflectivity to Metalness. Change Reflection to GGX.
-The swings aren't flowing into one another -You're lacking overshoot on the swings -Each swing has a very linear timing, the sword should speed up during the swing -Your poses are also pretty straight and stiff I'd suggest you film yourself acting out the action and looking at reference Good luck man