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Multi Channel Texture Capture?

Hi,
I wounder if shadermap can make a normal,occlusion and displacement maps based on 4 photos of a texture surface in order for it to get proper values?

lit from above
lit from the left
lit from below
lit from the right

Example reading:
http://www.zarria.net/nrmphoto/nrmphoto.html

Comments

  • Blackshore wrote:
    Hi,
    I wounder if shadermap can make a normal,occlusion and displacement maps based on 4 photos of a texture surface in order for it to get proper values?

    It is not currently possible to create a map using 4 source images with left, right, down, up lighting.

    I like the idea of adding this workflow to ShaderMap and will consider implementing this feature in SM3. Thanks for bringing this to my attention.
  • RSI wrote:
    It is not currently possible to create a map using 4 source images with left, right, down, up lighting.

    I like the idea of adding this workflow to ShaderMap and will consider implementing this feature in SM3. Thanks for bringing this to my attention.

    Cool, I have been watching this app for some time now and it is very attractive. Thinking of buying this next week actually, do you think I should wait until version 3 comes out or would it be possible to upgrade from 2>3?
  • Blackshore wrote:
    Cool, I have been watching this app for some time now and it is very attractive. Thinking of buying this next week actually, do you think I should wait until version 3 comes out or would it be possible to upgrade from 2>3?

    All SM2 customers will get a discount when upgrading to SM3. For instance SM1 customers currently only pay $19.95 to upgrade to SM2.

    There isn't a release date on SM3, it will be at least 5-6 months out. If I were you I'd buy SM2 now, help support development, then upgrade when SM3 comes out. :)
  • As you might have noticed, I have bought shadermap and I am very satisfied with the result.

    I have recently built a homebrew texture skanner and the bloodything works as expected.
    Quixel recently made a video where the texture looked real in the 4K image.

    My scans them self are at 8K :D
    With shadermap I can extract+combine maps to the proper PBR materials.
    This also means that I can uninstall the quixel suite and only use substance painter from now on :D

    I made a small article about it here:
    http://www.blackshore.se/3d/pbr-texturskanner/

    (The article in Swedish, sorry about that)
  • First, thanks for buying and using ShaderMap.

    Second, thanks for sharing your tutorial. It's not your fault we don't all speak Swedish. :)

    Luckily Google Translate works well enough.. Here is a link to the Auto Translated Tutorial in English: https://translate.google.com/translate?hl=en&sl=sv&tl=en&u=http://www.blackshore.se/3d/pbr-texturskanner/
  • Soo, I have improved the rig. Now it can extract absorbtion&scattering, separate reflection and diffuse.
    I have made two fast render tests and it seems to hold quite alright.

    One is Newplast plasticine and the second is Snow from my backyard.


    Gray_02_compare.pngsnowrender.png
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