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Messages - Rozzy85

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1
So I want to have the Pattern change based on the $number variable but it doesn't appear to work or I'm not doing it right. I create "Variable/Get Float", set it to "$number", attach to a "Cast/To Integer" which is then set as the output but it doesn't seem to go above 0 (which is "No Pattern" option) no matter how many iterations are set. If I do this in "Input Image Index" then it works fine (see attachment image) but I want to use the predefined shapes like Disc and Square rather than image inputs.

EDIT: Never mind, I just found in the documentation that it can't be changed dynamically.

"This parameter can't be controlled by a dynamic function in a sbsar file."

2
Is it possible with the Pixel Processor to sample pixels that have already been processed in the node? For example, I input a completely black image, have it fill the first pixel as red and then fill the rest of the pixels in by sampling that first pixel with the same red. I basically want to create something that can read the value of neighbouring pixels after they have been processed, not from the original input source, but I'm guessing it can't be done with this node?

3
Thanks. Will have to hope it's something that gets added in the future.

4
Is there anyway when working with functions to display or otherwise visualize the values being inputted and outputted to other nodes? For example: Place a Pi function and connect it to a node and when selecting it's output you can see that it's 3.1415...

5
I thought that could also be another reason but after trying to create a new project it turns out it was one of the baked textures that had corrupted. I was reusing the baked bitmaps to save having to do them again, importing them after creating the new project. The AO map when selected made the model shade badly and the log said it was corrupted. I re-saved the PNG again and it appears to be working fine now. I've edited and saved multiple times just to check and so far nothing has gone wrong again.

6
I'm having issues with one of my projects corrupting the baked bitmaps on save. It starts when I save and then close the project but it keeps saying I have changes to save despite changing nothing. It's always "1 modification(s): Viewer settings". The baked textures (usually the normals maps) start failing to load and a red cross appears in the thumbnail. Deleting and rebaking can fix it but sometimes doesn't and the project will stop loading altogether after a certain point.

I have a feeling it's because the baked maps are different sizes for the 2 materials I'm using. One is 2048x2048 and the other is 512x1024.

The log window contains this:

Code: [Select]
[EngineBitmapLoad] Failed to decode bitmap.
resource://project5/World Space Normals powergenerator01a?version=6684d62fc5d54b41ba80ae71b55c2e9c8b6583c9
[EngineBitmapLoad] Failed to decode bitmap.
resource://project5/Position powergenerator01a?version=99b95288d162f3f1ba39c2aaa8b071eac1249704
[EngineBitmapLoad] Failed to decode bitmap.
resource://project5/World Space Normals powergenerator01a?version=6684d62fc5d54b41ba80ae71b55c2e9c8b6583c9
[EngineBitmapLoad] Failed to decode bitmap.
resource://project5/Position powergenerator01a?version=99b95288d162f3f1ba39c2aaa8b071eac1249704
[EngineBitmapLoad] Failed to decode bitmap.
resource://project5/World Space Normals powergenerator01a?version=6684d62fc5d54b41ba80ae71b55c2e9c8b6583c9

7
This may seem like an odd request but would it be possible to output the 2D viewport to a bitmap? Basically whatever is currently displayed in the window, preferably with some padding but it's not essential. I'd like to use a base colour map with the PBR lighting baked in with an old game engine that supports no advanced lighting techniques. I can do it by taking screenshots but to get nice, high res samples requires taking multiple shots zoomed in, panning around and then stitching them back together. One slip of the scroll zoom and I have to start all over.

I've already tried replicating the lighting in other 3D software but it's never quite the same or it simply doesn't allow texture baking of the lighting with certain shaders.

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