I wonder what people use for that. I remember I had a nice looking pretty long stripe of lumpy dirt with tire tracks and dried streams by Reality Capture years ago but couldn't find it any more. When I try to filter search result by "bit depth" in Adobe Bridge it misses a half it seems. Same with Lightroom classic . Can't…
Does anyone found anything truly new and useful there ? I see Splatter v2 allows dense details with tiny scale but still does same aliased depth combine and bad alpha for something like tiny twigs or grass blades. I am still using old fx-map nodes instead . More controllable and easier to modify. Anything other new and…
Hi Polycount! I’ve spent the last year obsessed with a single problem: Why do we need to take 50+ photos and wait for cloud processing just to capture the surface of a brick or a piece of wood? I’m developing Nack — an Android tool that uses Shape-from-Shading (SfS) to reconstruct geometry from a single flash photo. No…
It does make sense thanx, although I would like to know before I assume that I can use this other texture I made that looks 100x's better than the actual 16 color pallete painted with 1x brush in adobe. Is a sized down version painted with no color contraints at 256x256 and resize to 128x128 then converted to 16 colors. It…
Thread resurrection to clear up a few points for any late readers. It is possible that you got hit with the bug in the file export index that occurred around build 2012-08 that was fixed in 2012-11. If that is not the case: The supported file formats in TerreSculptor are listed on the Import and Export dialog file type…
Is there any reason why the default generators are not all 16 bit? I keep running into issues when using them that they become really noisy, and I can't help but think that it would help if they weren't 8 bit. Is it possible that I could go in and update them manually somehow to be 16 bit instead by finding the 8 bit nodes…
Hello, i have read quite a lot about this issue on net, but i have few questions i didnt find the answer to. The main advantages for using 32 bit displacement maps over 16 bit is: 1) The absence of "terrace" effects (artifacts) in 32 bit 2) And the ability to push the mesh even down, not just up (as 16 bit displacement map…
Hello Can you help, I was wondering what choices do I have to bake 16 bit displacement? * 16-bit, grayscale PNG file. * 16-bit, grayscale .RAW file in little-endian byte order. Currently my work around is to bake in Mudbox to a 16 or 32 bit texture and then convert the texture output in Nuke to the file format I need but I…
I sometimes encounter an issue with deformed textures and losing details in some regions of my models, like normals or edge highlights, after importing my assets to Unreal. The reason being is that Unreal rounds up UV coordinate numbers, unless full precision UVs are enabled for static mesh: Here are some examples. Left is…
Hey guys, when baking normal maps in marmoset I usually select the 16 bit format option(32 bit causes my old laptop to close Marmoset lol) as when I select 8 bit I notice some dithering after the bake. But I have heard that 16 bit format is not always the best way to go? Or is that when exporting out the texture maps out…