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Topics - elowan

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136
... like the title says. Call me noob - but the only objects, SD4.1.1 let me add to the lib are filters/fx - but no option for "material", when right-click into lib window...

I want to build up a small material-collection, pretty much like in the "HotRod" video:

137
hi there,

where can I find a good explaination of how the baking options (AO, normal map) can be tweaked by entering other values, than default settings?

I use xNormal before and for that app I got some "main" settings like:

normal map
checked „Closest hit if ray fails“    checked “Discard back-face hits”
Edge Padding: 16   
Threshold everything at 0.3000

AO Map bake
Ad. Thresh.: 1.0      Distr.: uniform      Bias:0.000010
Spread Angle: 150.00    no Limit ray distance
Attenuation: 1.0   0.0   0.0
No enable weighting   No Jitter

Cavity Maps
(from Normal map)
Swizzle Coords: Y-
EDT Cavity Map = Bright: -0.1   Contrast: 0
EMB Cavity Map = Bright: 0.1   Contrast:0.8

Can someone "translate" these xNormal-settings to SD4, please?

And how to bake only concave areas (pits) of the surface?`


Kind Regards

138
hi there,

yes another suggestion (the same like I did for SP):

I´d like to see some tools to draw in a straight line or doing shapes, like squares or cycles on a normal map (ok, if you implement it, it should be usable for all kind og maps, I guess) ;)

This shows/explains 100%, what I´ve got in mind with it:

http://philipk.net/tutorials/ndo/ndo.html
please scroll down a bit to "A CLOSER LOOK AT THE SLIDERS"

Kind regards

139
hi there,

I am a new user of the allegorithmic product line (SP, SD and B2M indie) and I want to make a feature request/ bring in some ideas, hehehe ;)

This time, regarding B2M desktop-version:

B2M creates so many textures/maps - why not try to add some more?
Maybe it will be possible to add a "metalness", a gloss/roughness map to the existing outputs?

In other words, bringing a bit of "PBR workflow" from SD/(SP) to B2M would be really nice (if possible)

I think, with a bit of user interaction, this should be doable?
Like telling B2M "Yes, this is metal" / "No, it´s not" should make for a metallic map, telling "it is wood" or "rubber" - would make it possible to generate a gloss/roughness map for example.

Maybe some blending option, like we have in SD workflow would be perfect:
(11:00 https://www.youtube.com/watch?v=71V6Vi6OpbM)

But I´ll understand, if this may not be practical/possible or conflict with
the productline philosophy.

http://forum.allegorithmic.com/index.php/topic,891.0.html

Anyway, at least you could add some more registers to provide a consistant PBR workflow in all of your products.
So users can import their roughness/gloss or metallic maps, created in other apps.

That should be possible at all as the 3D viewer can already display them!


Best Regards

140
Hi there,

the next few days, I want to do some testing-stuff with my new toys:
B2M, SD and SP – thanks for putting them altogether in the “indy package”  :D

I´d like to avoid an unnecessary number of tools and apps in my workflow and I wonder, if SD bake capabilities are “that good”, that it will reduce my usage of xNormal a lot.

Till now, I use xNormal to bake AO and more important – normal maps.
Mainly they will be used within the Unity3D engine. (so “Y” flipped to “–Y”)

For that task, I also use: http://www.farfarer.com/blog/2012/06/12/unity3d-tangent-basis-plugin-xnormal/ that bakes out normal maps just the way unity expect them to be (so nothing is inverted or looks wrong, right tangent-space, etc.)

(At the moment, I can´t access my desk, but I am very curious to know answers to some question “in advance”)

Now – is proper “unity” normal export possible within B2M, SD and SP?
Are there know bugs and/or settings, regarding normal maps, that I should know about?

Like B2M and SD4 for example… There is an “DirectX” or “OpenGL” option for normal maps…
Which one to set for unity3d engine (“OpenGL”, I believe?)

Is there a way to set the 3D preview to “unity shader” or “Marmoset Skyshop” (B2M and SP)?


Cheers!


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