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Messages - pimhendriks

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1
There's an Arnold export preset in the export configuration dialog

3
Oh I see. How much VRAM does one have? Does multiple cards benefit somehow?

I don't think you'll gain any benefit from multiple cards. I have 8GB VRAM and I'm sometimes struggling. I would recommend more.

4
The problem is not that your textures are stretched but that your geo is. Your textures have been made to fit on a mesh that was not subdivided, so there is a discrepancy in coverage. Subdivide your mesh before going into Painter to avoid this sort of issue.

5
Hm, good question. I don't think so to be honest. I'm guessing I'm just using one of those 970s.

6
I think upgrading your RAM first will go some ways. For reference, I'm working on projects with ~40 4k UDIM on an i7 5930k CPU - 64GB 2133Mhz RAM - 3x GTX 970s. Your CPU beats mine but I have a bit more RAM and VRAM.

7
You may want to add in the file or at least some images.

8
Is there no way to increase this above 128 scale? I'm running into the same issue.

9
The orientation of your UVs are not the same, thus generating seams in your normals. Allign them more closely and the results will be better.

Do note, the errors are also visible (though barely) in your second image; much less strong though because it seems the UVs in that one are more alligned.

It is impossible to orient the groups of separated UVs perfectly the same direction, but I don't think it matters, what matters is that the mapping is not stretched (squares means its ok) also I don't see any errors over the seams area, it is perfect, I'de appreciate it if you could mark it with red line so I could get an idea as to what errors you exactly refer to since frankly I can't see any on the 2nd image.

I've chosen green and it is very vague indeed but UV orientation does actually matter for your normals.


10
The orientation of your UVs are not the same, thus generating seams in your normals. Allign them more closely and the results will be better.

Do note, the errors are also visible (though barely) in your second image; much less strong though because it seems the UVs in that one are more alligned.

11
Try a Cartesian to Polar

12
Overlapping UVs perhaps from geometry that's hidden in the pictures?

13
Hi, this has nothing to do with the crop node.

The normal node behaves differently depending on the scale (density) of the greyscale input. Have a look at the example below. The normal colors indicate the acuteness of the angle.


14
I answered this same question prior.... Deja Vu???

You're even using the exact same screenshot... and question word for word.

https://forum.substance3d.com/index.php/topic,30039.msg115886.html#msg115886

I'm outta here... matrix is collapsing.

15
I would just start following a couple tutorials by Allego. You'll come accross things you won't understand but by then you've been given the right search terms to figure it out.

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