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Topics - Jrs2189

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If you use presets embedded into the sbs/sbsar from designer, when you flip to new presets it your graph resets output size to default 512x512

Is there a way to lock this to 2k/4k while I'm working on presets and or exporting? It's very annoying to have to change that Output Size everytime I flip to a new preset (hundreds for this specific sbsar)

Is there way for player default output size to be changed? Thanks!

In SP 2018 the Height Force slider is removed from the shader params. Is there any reasoning behind this?

It seems the addition of Parallax Occlusion mapping is also a bit odd, as it only takes a Displacement channel, so if you have complex smart materials you essentially have to go back an rebuild them all to utilize Displacement channel as well as Height in order to see Parallax Occlusion.


I would have thought the triplanar implementation was a small workaround for UDIM support, but with position maps baking per textureSet and not the boundingbox of the whole mesh we still can't get rid of many seams.

Is there something I am missing in the options to get the position map to bake against the whole mesh? Or another workaround available?


It would be nice to display the current mesh loaded in your scene in the project configuration dialogue window, so you can ensure proper loading of new meshes/versions.

I can't find answers in the documentation, maybe it hasn't been updated yet with 2.6 features yet.

Is TextureSet renaming exposed for scripting? If so, when can we expect documentation on it.
Also, now with textureSet renaming there can be many human errors that occur, It would be great to have a $udim token to still use in the export window for UDIM workflow but still allowing us to change the name of the textureSet for workflow and ease of use.

I have a LUT that we are using to match our current color pipeline, but unfortunately it is being read when we use the channel view baseColor in painter.

Is there a way for the baseColor channel view to not be read as linear when using a custom LUT?
Base Color - Profile: Linear

We would still prefer to see this in srgb.

I would expect the thickness map to not give seams with textureSets, since its just an inverted AO and AO works correctly.

But when rendering with UDIMs, in my case 6 UDIMS on a human body, there are seam in thickness map on each UV cut.

Is this behavior expected?

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