Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - CAGameDEV

Pages: 1 2 3 [4] 5 6 ... 144
You can confirm by checking outside of Painter.

I would do this to factor out a project issue. Put your entire layer stack into a Folder, save as a Smart Material. Then make a new project, bake your mesh maps and apply that Smart Material. Does IRAY work now?

You also didn't answer if a cube and a texture works.

How heavy is your file? Are you using tessellation? When in IRAY can you confirm if your GPU or CPU is showing usage. I've heard of this happening because you're overloaded.

Does IRAY work with a basic cube and a texture?

If you're using an older version of Painter with 3xxx series cards you'll get this issue due to the version of IRAY. You'll need to upgrade Painter to the latest version.

Not much more can be provided without seeing a log file.

Make sure you're using the Alpha Blending shader.

Make your own export template and export the Normal Channel as opposed to the converted maps (normal).

Blender would be the same export template as Metal Roughness just with a openGL normal. You can duplicate the template or export as is but flip the green channel of the normal map in Blender directly. This assumes you're using the Principled Shader.

It is located under your general screen. The 2D export feature isn't an editable template.

Yea, I use Blender for most of my examples because the vast majority on here who ask questions use it. It isn't something I use for production or personal work.

For the one that is separate you would need another UV channel and apply the AO. Render both out and it should work. The question is do you feel this is worth the trouble or not in time and resources?

Hard to help without seeing more. Maybe share your files. If you do PM me.

Mixture of adjusting the hardness, adding a blur and sharpen and maybe levels as needed. Assuming you have enough margin and density.

I've wrote up a few posts on this so you'll have to search a bit more. There are certain cases you can stack and not have the AO messed up (if a piece is symmetrical you can get away with it). Otherwise there is a method where you use a second UV channel just for the AO.

Can you upload the cube which doesn't load?

Add a filter like HSL, otherwise you and try feeding the extracted alpha into a mask and using a fill.

Great job! Glad you figured out a solution.  :)

Photoshop handles PNGs differently for transparency, you might want to use SuperPNG otherwise extract from the layer. Another solution is to just export out a Mask from Painter directly that indicates the difference between your shells and use that.

Pages: 1 2 3 [4] 5 6 ... 144