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        <title>ShaderMap 4 — Rendering Systems - Support Forums</title>
        <link>https://rendering.systems/forums/index.php?p=/</link>
        <pubDate>Sat, 02 May 2026 05:36:33 +0000</pubDate>
        <language>en</language>
            <description>ShaderMap 4 — Rendering Systems - Support Forums</description>
    <atom:link href="https://rendering.systems/forums/index.php?p=/categories/shadermap-4/feed.rss" rel="self" type="application/rss+xml"/>
    <item>
        <title>Indexed PNG only loading R channel</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/518/indexed-png-only-loading-r-channel</link>
        <pubDate>Sat, 19 Apr 2025 16:32:02 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>Syndaryl</dc:creator>
        <guid isPermaLink="false">518@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hi,</p>

<p>Had something weird crop up, hoping you can help.</p>

<p>I start a new PBR Workflow with a base colour image (a wee little PNG), but it is only loading the R channel in Shadermap, making it greyscale. The map information panel says the Tex Format is 8 Bit 4 Ch, which is correct - but it's an indexed colour image.</p>

<p><img src="https://u.cubeupload.com/syndaryl/copperrooftop.png" alt="The offending image" title="" /></p>

<p>I've also tried manually adding it to my project as an extra texture, but it still loads as greyscale. What's curious to me is that Shadermap seems to be reading the R channel for values, so it's correctly looking at each index entry and extracting some information correctly. Just not all the information?</p>

<p>Is there a way to get ShaderMap to do more than read the R channel? I'm making a PBR resource pack for a rather hefty Minecraft mod, and there's approximately Too Dang Many block textures for me to be thrilled about manually inspecting each one...</p>

<p>Windows 10 Pro environment, ShaderMap Pro 4.3.8, PBR workflow.</p>
]]>
        </description>
    </item>
    <item>
        <title>Error Message During ShaderMap First Run</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/515/error-message-during-shadermap-first-run</link>
        <pubDate>Mon, 26 Aug 2024 10:26:54 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>christian</dc:creator>
        <guid isPermaLink="false">515@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I recently updated to Windows 11 and now I’m trying to reinstall ShaderMap 4. I get this error message during installation. I’ve tried running it as an administrator, but the issue persists. I’m not sure what to do next, so I’m asking for help.</p>

<p>Error text:</p>

<p>Copy File Failed</p>

<p>"C:\Program Files\ShaderMap 4\res\templates\" -&gt; "C:\Users\Ejer\Documents\ShaderMap\SM4_3\Libs\Template\"</p>

<ul><li>copy_directory_contents_to_directory()</li>
</ul><p>file_dialog_functions.cpp:853</p>
]]>
        </description>
    </item>
    <item>
        <title>Copy File Error [Solution]</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/509/copy-file-error-solution</link>
        <pubDate>Wed, 24 May 2023 19:34:02 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>MelvinDB</dc:creator>
        <guid isPermaLink="false">509@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hello,</p>

<p>I've been using Shadermap for awhile now, and find the program to be amazing speeding things up quite a bit, and it has become a highly favorite tool of mine to use.</p>

<p>However, after my complete system reformat and windows reinstall, i continue to have a error message with Shader map 4 Which looks like this:</p>

<p><a rel="nofollow" href="https://ibb.co/TbLLDnR">https://ibb.co/TbLLDnR</a></p>

<p>It's a Screenshot uploaded to ImgBB to show the error. In short, SM 4 cannot copy the templates from the installation folder to my folder in my documents.</p>

<p>Things i tried:<br />
Reinstalling multiple times<br />
Checking if my antivirus isn't blocking or interfering<br />
Manually places the template files in the location<br />
Downloading an older version (which got the same error, but gotten past the template error, then gave another error)<br />
Checking an topic from a person with a similiar issue, however, nothing seemed off and nothing has helped either.</p>

<p>Melvin</p>
]]>
        </description>
    </item>
    <item>
        <title>Invert Normal Map in Specific Region</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/514/invert-normal-map-in-specific-region</link>
        <pubDate>Fri, 12 Jul 2024 17:30:03 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>madcat117</dc:creator>
        <guid isPermaLink="false">514@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>2 years and no version 5?</p>

<p>Also how to invert normal map in just a specific region how to do this? I need this bad for my video game i am making.</p>
]]>
        </description>
    </item>
    <item>
        <title>Access HSV or HSL channels?</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/513/access-hsv-or-hsl-channels</link>
        <pubDate>Sun, 14 Apr 2024 14:19:58 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>Syndaryl</dc:creator>
        <guid isPermaLink="false">513@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I'm working on a set of textures where I need to create emissive maps. They'd be very easy to generate if I had access to the Saturation channel, but I can't see a way to use it (only RGB). Is there a way in the core software, or has someone made an SDK add-on to access it?</p>
]]>
        </description>
    </item>
    <item>
        <title>4.3.8 Loading 16k Textures [Solution]</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/507/4-3-8-loading-16k-textures-solution</link>
        <pubDate>Sat, 21 Jan 2023 16:03:01 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>madcat117</dc:creator>
        <guid isPermaLink="false">507@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>4.3.8 free isn’t loading 16k textures, just crashes with no error and my computer is running a rtx 3090 gpu and 64 gb of ram and a i9-13900k cpu</p>
]]>
        </description>
    </item>
    <item>
        <title>Unreal Normals</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/511/unreal-normals</link>
        <pubDate>Fri, 03 Nov 2023 19:11:15 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>Kiwi_Hawk</dc:creator>
        <guid isPermaLink="false">511@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Kai Ora</p>

<p>I'm just checking to see I'm correct. for UE normal I need to flip the green channel correct</p>
]]>
        </description>
    </item>
    <item>
        <title>Coordinate System Setup</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/510/coordinate-system-setup</link>
        <pubDate>Thu, 22 Jun 2023 00:12:31 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>duckfanatic</dc:creator>
        <guid isPermaLink="false">510@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>This is something I have always wondered about for years. In the Coordinate System Setup settings there are 3 options TS, LH, and RH. TS obviously is for Tangent Space, but what is LH, and RH? I don't see any reference to them in the manual.</p>

<p>My 3D software Lightwave uses. Y+ facing up  X+ Z+ Far</p>

<p>TS uses Y+ facing down  X+ Near Z+ <br />
LH uses Y+ facing up  X+ Z+ Far<br />
RH uses Y+ facing up  X+ Near Z+</p>

<p>LH matches my coordinate system, but it generates a green normal map instead a purple normal map, so I always use TS and flip the Y and Z in my software. I've always wondered why I couldn't use LH since it's a match or use RH and flip the Z which is only flipping one coordinate vs the two that I have to flip using TS. The reason I don't use RH is I don't know what it means and have always assumed I needed to use Tangent Space maps.</p>
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        </description>
    </item>
    <item>
        <title>Reset on Render API Device</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/506/reset-on-render-api-device</link>
        <pubDate>Tue, 26 Jul 2022 19:30:04 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>JParker</dc:creator>
        <guid isPermaLink="false">506@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>This pops up after trying to run ShaderMap4<br />
"Failed to reset the device with Reset()," on_reset_render_api_device() d3d_functions.ccp:1209</p>
]]>
        </description>
    </item>
    <item>
        <title>Light Position for Multi Light Setup</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/505/light-position-for-multi-light-setup</link>
        <pubDate>Thu, 23 Jun 2022 07:48:22 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>TokTok</dc:creator>
        <guid isPermaLink="false">505@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hi,</p>

<p>I'm building my own automated scanner to scan surfaces using the multi angle light setup. I'm doing extensive tests to see what will give the best result but I'm not sure what Shadermap assumes the light positions will be. I'm used to using a reflective ball in my scans to point out the lights position exactly, which does not just give the angle between the lights but also the height position of the lights. I guess my question basically is, what is the optimal height position to have your light setup in? Or what position does Shadermap assume the lights are in?</p>

<p>A bit more information on optimal light positions would be much appreciated.</p>

<p>Thanks!</p>

<p>Regards,<br />
Joep Swagemakers</p>
]]>
        </description>
    </item>
    <item>
        <title>Workflow Glossy/Spec</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/502/workflow-glossy-spec</link>
        <pubDate>Tue, 10 May 2022 15:11:01 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>shaderuser2005</dc:creator>
        <guid isPermaLink="false">502@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I have a Problem with Proffesional Version of ShaderMap4.<br />
I want to render Specular/Glossyness Workflow. Wich Function i have to choose ?<br />
If i take Standard i got Displacement, Normal and Specular, but no Glossyness. Ambient Occlusion is rendered as well.<br />
If i choose PBR i got Metallness and Roughness. I need to render the Glossy Map. How do i do it ?</p>

<p>Can i change the AO into a Different Shader ?</p>
]]>
        </description>
    </item>
    <item>
        <title>Batch Light Scan</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/501/batch-light-scan</link>
        <pubDate>Wed, 26 Jan 2022 08:58:06 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>snoopy</dc:creator>
        <guid isPermaLink="false">501@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hi<br />
great software!!!<br />
Is it possible to get batch processing for the light scan module?<br />
Separate catalogs divided by light direction as batch input?</p>
]]>
        </description>
    </item>
    <item>
        <title>Custom Material Presets</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/414/custom-material-presets</link>
        <pubDate>Wed, 24 Jun 2020 22:51:41 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>duckfanatic</dc:creator>
        <guid isPermaLink="false">414@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Is it possible to make a custom material or start with a blank template? What I want to do is create 2 custom PBR materials in the Material Editor. I use LightWave 3D. For its Principled BSDF node its inputs that correlate to ShaderMap are Color/Albedo, Roughness, Specular, Metallic, Normal, AO, and Displacement</p>

<p>I have created 2 Template Libraries</p>

<p>1 LW_PBR Dielectric that uses Diffuse, Albedo, Roughness, Specular, Displacement, Normal, and AO with no Metallic</p>

<p>2 LW_PBR Metal that uses Diffuse, Albedo, Roughness, Metallic, Displacement, Normal, and AO with no specular</p>

<p>Currently the available PBR preset works with the metal setup and matches the control options but when I choose the PBR spec preset which eliminates the metal it matches my dielectric setup but it has the Gloss option instead of Specular. I know that Gloss is the inversion of Specular but I don't see a way to invert that in the Material Editor its reading Gloss but my map on the Project Grid is a Specular input which is what LightWave's BSDF node needs, it doesn't use Gloss. Is there a way to create a PBR material preset for the editor that replaces the Gloss input with Specular and uses the Specular map in my Project Grid?</p>

<p>I see that in the plugins/materials folder contains all the presets as xml's is the only way to get what I need create one from scratch? If so I have no idea how to do that</p>
]]>
        </description>
    </item>
    <item>
        <title>Seats - Seat Licenses</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/499/seats-seat-licenses</link>
        <pubDate>Sun, 16 Jan 2022 23:08:25 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>honeybiscuit</dc:creator>
        <guid isPermaLink="false">499@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>What are seats and how do they work. By the way I`m Tony nice to meet all here. Love this program.</p>
]]>
        </description>
    </item>
    <item>
        <title>LUA Script Error</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/498/lua-script-error</link>
        <pubDate>Thu, 16 Dec 2021 11:36:44 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>hodge</dc:creator>
        <guid isPermaLink="false">498@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Suddenly I am getting this error, it all started yesterday, and I use Shader almost daily. I've tested jpg and png files, same error, also different images have been tested, still same error:</p>

<ul><li>"Start LUA Script Thread" - lua_script_thread() lua_script_thread_functions.cpp:5483<br />
[** ERROR ** "LUA Script Error"] "sm_add_source_map_node() - Failed to create new 3D Model object. See main log for additional details." - lua_script_thread() lua_script_thread_functions.cpp:5793</li>
</ul><p>I recently upgraded to the pro version and its been working fine, up till yesterday. I don't understand it? Please help!</p>

<p>Regards,<br />
Gary</p>
]]>
        </description>
    </item>
    <item>
        <title>Want ShaderMap 4.3.6</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/497/want-shadermap-4-3-6</link>
        <pubDate>Sat, 13 Nov 2021 16:15:27 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>therapoxa</dc:creator>
        <guid isPermaLink="false">497@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>hey there! hope you are fine. i would request you to please send me the shader map 4.3.6 pls. after i updated shadermap. it stopped working. it said that a node is missing. i dont want to fix it. pls just give me the old version installer. thank you!</p>
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        </description>
    </item>
    <item>
        <title>Save with Lower Bit Depth</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/496/save-with-lower-bit-depth</link>
        <pubDate>Wed, 03 Nov 2021 02:34:21 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>VoidedBrain</dc:creator>
        <guid isPermaLink="false">496@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Is there a way to export shaders in a lower bit depth? Such as 32bit or even 8 bit? I see no way to do this and I'm trying to do a batch process for about 600 shaders.</p>
]]>
        </description>
    </item>
    <item>
        <title>ShaderMap 4.3.7 BETA</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/494/shadermap-4-3-7-beta</link>
        <pubDate>Tue, 06 Jul 2021 18:38:41 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>RSI</dc:creator>
        <guid isPermaLink="false">494@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>UHD 4K scaling has been implemented and needs testing. If you have a high DPI monitor, please download the beta version and report bugs here. To enable scaling, go to Options -&gt; Environment and select the scaling values for the main interface and the external material visualizer.</p>

<p>The beta version can be downloaded via the link below or on the main ShaderMap downloads page.</p>

<p>Beta version B adds 125% scaling and fixes various bugs.</p>

<p><a href="https://shadermap.com/downloads/_d/ShaderMap_v4_3_7_BETA_B.exe" rel="nofollow">https://shadermap.com/downloads/_d/ShaderMap_v4_3_7_BETA_B.exe</a></p>
]]>
        </description>
    </item>
    <item>
        <title>Channel Packing Tutorial</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/486/channel-packing-tutorial</link>
        <pubDate>Wed, 09 Jun 2021 17:00:43 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>bruoj</dc:creator>
        <guid isPermaLink="false">486@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Channel Packing Tutorial</p>

<p>1.-Choose the textures.<br />
2.-Select Options and Settings.<br />
3.-Save Format MAP Blank PNG 8 RGBA.<br />
4.-Open a Blank Project.<br />
5.-Select a node and choose SRC: Disp / Grayscale Map.<br />
6.-Repeat the process with the other textures.<br />
7.-Select a node and choose MAP Blank.<br />
8.-Select a node and with Shift + Drag drag to MAP Blank.<br />
9.-Select the channel and activate Mix in Texture.<br />
10.-Check if the textures are correct.<br />
11.-Save as a template. C:\Users\name\Documents\ShaderMap\SM4_3\Libs\Template<br />
12.-Open a new project and choose new textures.</p>

<p><img src="https://bn1301files.storage.live.com/y4m8uW5uIlaIJaVIQjvctkENKJ3m8uzxIQn-MxrN3EaA9pKK2KS8h3aUMey8uHj3F0l6J2L1vjfBXVHnVM4hK3wIe75uBVewEXf_fQgZKMHaTUiJY4RHD-xtpTIF31NlZH7nEyBfoav1qqSZ-kTAqlkMasQ1DhjplwEWOs6_W2UQQFhpE71gR9HGWi4v0jpF3gx?width=961&amp;height=768&amp;cropmode=none" width="961" height="768" alt="image" /></p>

<p><img src="https://bn1301files.storage.live.com/y4myFYGFbqHoDQrdHH80xBcMBYnys6ovuc-8rkETukqip3B6u_q_Qjo6tVgLWMJHA-7NdvGSGMSG5RlWPA5oPh9XIzNi4y5wfG8kiocmETriBLVexxKlCC4MueOizct03XGy1HQUjNZuse1ypH1Z7x3wvfQbppayA_EBZIg3yURzFHUd47IUqtxij7c0isExH05?width=1917&amp;height=1031&amp;cropmode=none" width="1917" height="1031" alt="image" /></p>

<p><img src="https://bn1301files.storage.live.com/y4mJ_Ywru-P2ssRQ3QzKzvNaTyUM_bycuu2v-z_tvZuKnapziQZsevwgEX8dJMXk0qNjY2NZq5WEhhL3324Mf4VDvvKLJVTlGCxiIAWL7Z754ZzR2DzFku3O1KfjZ36XaVHNBXtWx_kmMZmZh7osdhsT3YlTr1gCR6kIszQ64rY0T4U8QO8LK7phyCFnhVyWzEV?width=1908&amp;height=1039&amp;cropmode=none" width="1908" height="1039" alt="image" /></p>

<p><img src="https://bn1301files.storage.live.com/y4mdwpVn2LiBlDyLRRPyyK3oGtGMm7_gQYdczYguRN9k2gHelpXnMnwvkQQOutOz5GV1n1VCC2Qrbka3lxOm_vIBwjtgtTAbzIK0yWFmqygkS-x-hIdU1jod5rtruPERMYZ_SQLpnqAxnlcnGuEC8GSVtZHuwdP5_Lz8kHOqtTqgiFzbUtuWRpWwYaMEe6RqVLA?width=1914&amp;height=1036&amp;cropmode=none" width="1914" height="1036" alt="image" /></p>

<p><img src="https://bn1301files.storage.live.com/y4mhZil0wd2OcnXiRsOYtN1CQ-R3tbMwKrVPfDPWuaeH5S4mdiVLiFeQ6v_vgA4X2If0hI7uDHVlCqvA3P92ARWRjD24X8oPg72z2HP1oMI8m38tUiAVDTRs1K3bLexm9l4k4B5C5xhpiSs7WSGN8J39YueqHdNO3mSyLYu47sKUOfpCHmqrQkDx1FKx7ZuvXHy?width=1915&amp;height=1036&amp;cropmode=none" width="1915" height="1036" alt="image" /></p>

<p><img src="https://bn1301files.storage.live.com/y4miJdOK_iMe42Ml6Ivnq-CCZ1ti5CRclATABaoU52LbZscT07gfT4YtQ_pCrY8oerxhuzoJPZMwWrFEbVKguLtKG9YHBrr25G33aQvc7zW_BdHO747wAHuXiaS0RsgJuQ8lTyyDJCgbd6OVDJfnXP0-p4T6M1J6ZY1mJBP50X1ZOVMylUFvSL8BQYzCXB2OV3v?width=1915&amp;height=1039&amp;cropmode=none" width="1915" height="1039" alt="image" /></p>

<p><img src="https://bn1301files.storage.live.com/y4m7it4F1RN5zG2KgyfvuyA6quuZ9jbDzTcCcM2YOuT58SbgesX7kzfsPqmycUaLbnzllFP10bkGZ1uwutNBTA-20b31AaQHE9LkyeNB789uXwS4Ez_IwG0vHwCaym47XvtclqXXUj_CVaVKRBbMfYSSDKrCL3V9T6rtHYbQYWf6hSH-d1ZPiHX_-P8CoNMD89v?width=1909&amp;height=1031&amp;cropmode=none" width="1909" height="1031" alt="image" /></p>

<p><img src="https://bn1301files.storage.live.com/y4mlNgoT19Lle-j0T4BjYmFN5FtwMDTBngc7It4SOphkj-slCXJ6jp_yHLvG9HIrtYXIfhbGeHC2-Wl4jc2sGXbpVEbiSuqfnv4uitVMp3otDOVoy7AWGqQ-KdHnw-idBNTYXgXLfTugZeMTDH0aqwwkUsGirr0MgoZA2rf6Kkfts4g7uuIBYGyBQKOLMtFONiP?width=1915&amp;height=1028&amp;cropmode=none" width="1915" height="1028" alt="image" /></p>

<p><img src="https://bn1301files.storage.live.com/y4mB2m-8vZORE1VmhJjRM2Mvfc9joYbmMuiTAng_R2RU_YEPO-vt7L6GfQMx5Thq0cfAb_uI4hk85Ncb8A5I-EFymEYebXV-FQqOVRUFNzZTkvGz8kp-GF9fhlvt-c0RUB3uTViY_Kr_BOtRw-BvoR6iCZj0lv2Nv77tbhm9ImWsPYgPKcpFqqeAsuWQIvEcYys?width=1919&amp;height=1035&amp;cropmode=none" width="1919" height="1035" alt="image" /></p>

<p><img src="https://bn1301files.storage.live.com/y4mpp39ixPFxX-w0s4pXXpJejmJpLySvoXz-gPmJfg0VokcAVj8mudJGB20QWEVYksJG12F2ELMPg07jbp_WsBWCkHH5ROb0Rce36pkjI_Vgnenyq9DTxQIETDz2y_aIDOuBPF4nD90iFFZ6pdyB03TPZqDDRPr8MjXcfgWn-apREJ7kuMxpS6s12bgs25K8On5?width=1915&amp;height=1032&amp;cropmode=none" width="1915" height="1032" alt="image" /></p>

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<p><img src="https://bn1301files.storage.live.com/y4mTQiFkB7_vw-nOXLb3PBUtL1tZnGqXaybqDtQ9ed1doJoZf6dQzDmtwbUTQ5w6RxCENk-ZW2Vm3tAAYcYqU_jj8NWgpQ0UFK84tgHhjFzDCbXuBKOk3vb7CElVe-06_d_dghFPNe4jcbhE4UUfxcBOiOcnbO4rCNrlqXzityfOqF3FDBEr2ynoUujyjAmTpq-?width=1918&amp;height=1033&amp;cropmode=none" width="1918" height="1033" alt="image" /></p>

<p><img src="https://bn1301files.storage.live.com/y4m3TVES8kFuVRhXPMaY5O7vMeDKNb9nA-1_JSj46krviR3IfYU3oJUrawz2GO0TMVBte-dwk7aOnvXk8dUxgkSAchk2GxBvxWiC2crQAFyjeHcQtbsmoU1eMlOS7hMEbs3NWA4RnZ5Y-bnZTHORGumZO3gARFeT27AYgTYMvN3rHoiHq8Ilj-KWQ4Gw4z9zBCE?width=1915&amp;height=1035&amp;cropmode=none" width="1915" height="1035" alt="image" /></p>

<p><img src="https://bn1301files.storage.live.com/y4mabil1WYVqXrFUmOeFHRkiZtGqKjZbP9vkzl1AtiKvmO34DKm1l3U6-5aZl6zUXk6CVldeimB0tnwBF9TPuE7L5lsMwSu-gMtm6Kyj433DIhfwJYdhnfuY42flA93Va-qgq_MtK3oOPQ6cv_jDCjKHRi_KYnOEOY2jDGcs0IdI8v-6KmWpF6WV_QrYjRFxcOK?width=1914&amp;height=1034&amp;cropmode=none" width="1914" height="1034" alt="image" /></p>

<p><img src="https://bn1301files.storage.live.com/y4mjTSN33mhzmqr_qF7FSMe8bT7YQ_VTNGx6ryeZQrnlKXKfPN-yFW-HnVEZsfkZVZhrNOD1P7UkZ_-ni3Tq8GiM4XGZGmsN4AX3mCiLCETvLrrw03y68cY4DYMIuhEi5f_ly5JBmM04tC5QRMdkiA8Y0kx3_h4uJQdzRlkIMq230o4jIta4ibhTnlO5Qs9jBca?width=1915&amp;height=1033&amp;cropmode=none" width="1915" height="1033" alt="image" /></p>

<p><img src="https://bn1301files.storage.live.com/y4mQPSCUGyu5rI4vGXlDDlufJaqjAi55pwC18_oOdts5N58IegfgoHhhUcw0lpjntt-z8eEZXJpyEgFUOqPk8GvYKaHvQMW-nITEZ8wTXnzfLX5LUQkPU7u1vZNgq-cCrpfB6JF257LZqrLnTTYjPCsoxMn3sQI6eGy3Nywvzpkcf3W41-VaCmMvUv4vvGdC6i8?width=1915&amp;height=1034&amp;cropmode=none" width="1915" height="1034" alt="image" /></p>

<p><img src="https://bn1301files.storage.live.com/y4mg5IAT33ySIgeE_kE_wuAbdYPCibApIJYXMD3m9gbYHpqrubc3zcjqKPUjVmXJwrZ6F2gV8QByM4RrRG8iETAjM-VILopMxvvnNjSqt34GjM4oE0sJVl_EMzUCRIjzEkVeSh7yeCdGLwFFY5D_58D5IZLYtFDMxQmZv3t_bY1SOrKwBKBj76k2g9cQnshTjIh?width=1916&amp;height=1035&amp;cropmode=none" width="1916" height="1035" alt="image" /></p>

<p><img src="https://bn1301files.storage.live.com/y4m9q-eIgYwr4pI2aj3ijcHNiMgNz8-qSvKV1ManEFwKeGK19FGyydejyHK6P0UZb_TEdCHJF_KMcAIrWMyIYhYtTGAzxTox2VUXwKSwrroBGIDTY52cArrTSyAAnPTG0SfAeuaclSW1GnX5cKALxu9EsZodQcYCEbcUL6oKyzC3eDctcdRAYrSiV6tDnwY9BqK?width=1914&amp;height=1037&amp;cropmode=none" width="1914" height="1037" alt="image" /></p>

<p><img src="https://bn1301files.storage.live.com/y4mpgZnAJLleLgCta_u8UG3tEYs6MbqOumwzbAgRFa_b8jixDe1jyWhm_iTGrIKqsRICv3YAP9jnsW_Xz2aTDokavkVmUn_2WuUpw7a8x6VvK9lAg5daFMrsGH1wxY2End7K28bfmDSLeMLaK281b6Kvx7vVg-50VJrmn4YZifawygbh_s1EJbbp-pJG5q9xC_X?width=1917&amp;height=1036&amp;cropmode=none" width="1917" height="1036" alt="image" /></p>

<p><img src="https://bn1301files.storage.live.com/y4m95WU88CAIpeXHPr8PX1BaQPvXSV6WD_wxIAhzvXqOIEm8aJTPkeQvnoQznPJIuohz3t3Z527krl876PZF4iQzpWVFDjOtf87QxAOlo98ZiT3mcBvkYN2NjWev_1wJNB9ejGkcdjJdBkF_rT1OZigoIkA7SoCw4_QjFmQdQVVflHZF9v3g06d0z3xTzTkAAiU?width=1914&amp;height=1033&amp;cropmode=none" width="1914" height="1033" alt="image" /></p>
]]>
        </description>
    </item>
    <item>
        <title>How to Create a Preset to Save All Maps?</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/485/how-to-create-a-preset-to-save-all-maps</link>
        <pubDate>Sat, 05 Jun 2021 01:51:18 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>bruoj</dc:creator>
        <guid isPermaLink="false">485@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hello</p>

<p>How can I create a preset to save all the maps with the following format?</p>

<p>Save all maps</p>

<p>Albedo_________PNG RGB 8-bit<br />
Metalness______PNG RGB 8-bit<br />
Roughness_____PNG RGB 8-bit<br />
Normal________PNG RGB 8-bit<br />
Displacement___EXR RGB 32-bit<br />
AO___________PNG RGB 8-bit<br />
Gloss_________PNG RGB 8-bit<br />
RMA_________PNG RGB 8-bit<br />
RMAD________PNG RGB 8-bit</p>

<p>In setting Save formats does not change the output format.</p>

<p><img src="https://bn1301files.storage.live.com/y4mLtiwLG7ybWcO-HPquVTHEAG5GD3-JtXALSWvYRrME5Q9psR2TQbVglf8nncl5aQIfPUUsNtollYlfj99RwLlnKX8WYuT0qPpkcVC9zaXaZecL8mXguP2QXQG_TMFoBM6Pboo-L4RjLipNvXwdUlzjarlajZI6zf2NNglf96EJLbmhocVdnKHKjtGJvfsiT69?width=1059&amp;height=502&amp;cropmode=none" width="1059" height="502" alt="image" /></p>

<p><img src="https://bn1301files.storage.live.com/y4mym4sgZulO2qanqYBPnfbO6Lt1WlrdsjNn_K_ewHnVuxjvELSzySqt1rwyWcfQG-0QN5k2BrqoQfwxiSql63atY5BDj-o3ktiXSqdD2ZsZQJH12jcGURVmG46of45cyREZfoxdNja7VXXTmtKo-GJ5eys5yaqiloDDGHjko_ozDK3nFztRb8DHpwjBeWvKW-S?width=586&amp;height=418&amp;cropmode=none" width="586" height="418" alt="image" /></p>

<p><img src="https://bn1301files.storage.live.com/y4mFedpVns_PQhlvHqek4zroAJ35bKUEDM0AAer69WL3sv2ihP-nMnH65SQqIy8KF-EQm34_Zp3nt7TNApziXtvcK6h_6crXVi6K095TBnq-YETYjt5rHpHdDP2fUKeZ9RZDq08-2jDiSXHYeVUKqqrchEpUB0oD7ZzK0cRi1KlQlhdl9ssGiVGDxrj8SH2dI5g?width=595&amp;height=800&amp;cropmode=none" width="595" height="800" alt="image" /></p>

<p>Thanks.</p>
]]>
        </description>
    </item>
    <item>
        <title>Masking Normal Maps</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/478/masking-normal-maps</link>
        <pubDate>Fri, 28 May 2021 01:22:27 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>poiisons</dc:creator>
        <guid isPermaLink="false">478@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I apologize if this is an amateur question, but I've had some difficulty finding tutorials that cover exactly what I'm trying to do in ShaderMap 4.<br />
I have a normal map (Map A) that came with a 3D model that I am editing. I am trying to mix this normal map with a second normal map (Map B ) that I am hand-painting in ShaderMap 4 (Basic--I might upgrade if I can figure out how this works!). The texture that this normal map is affecting is in a toony style, with black lines and hard edges. I am trying to use masks to mask out only the area of Map B that I want to paint. However, when I paint on Map B, strokes that fall outside of the mask still show up on the preview, as well as in the final mixed map (created using Blend Normals). I have an Imgur album <a rel="nofollow" href="https://imgur.com/a/G4lpzw2">here</a> that might explain what I'm describing a little better.</p>

<p>Any advice y'all can give is much appreciated!</p>
]]>
        </description>
    </item>
    <item>
        <title>Template Projects - Map Saving</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/477/template-projects-map-saving</link>
        <pubDate>Wed, 19 May 2021 18:31:18 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>Tarot_Redhand</dc:creator>
        <guid isPermaLink="false">477@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>OK, I am a total newbie where ShaderMap Pro Personal 4.3.6 (and I mostly love it) is concerned. I only bought a licence a few days (less than a week) ago. That may explain why I am having some (hopefully) teething problems with it. So I don't know if I have stumbled on a bug or even two, I just haven't found the right settings or it's working as intended.</p>

<p>I work with Neverwinter Nights Enhanced Edition purely as an amateur. As such there are six texture maps that I may need to create - Diffuse (the input colour image), Normal, Specularity, Roughness, Height (Displacement) and (occasionally) Self Illumination as shown on <a rel="nofollow" href="https://nwn.wiki/display/NWN1/Standard+material+inputs" title="this wiki page">this wiki page</a>. As I need both specularity and roughness maps I created a custom template derived from the PBR template. I derived the specular map from the metallic and albedo maps. All works fine in the program except when I come to save the image files using the save all button, when three annoyances (not problems, annoyances I can work around but shouldn't really have to) -</p>

<p>I work with TGA images but the displacement and normal maps insist on saving as PNG files. The other map files that save when pressing the save all button all save as TGA. I have not changed anything via the settings.</p>

<p>Save all doesn't save the specularity map. I have to save it separately.</p>

<p>As I have image files that are in various places on my 3 drives, I tend to work in various folders. Annoyingly it seems that the template file has a save location baked in from its creation and save all places the maps it saves into that location instead of deriving the save location from the input colour image like programs I have previously used. Is there no way to set the save all function to use the location where the input colour image is located instead?</p>

<p>Thanks for any help.</p>

<p>TR</p>
]]>
        </description>
    </item>
    <item>
        <title>ShaderMap 4.3.5 Crash at Launch [Fixed]</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/453/shadermap-4-3-5-crash-at-launch-fixed</link>
        <pubDate>Sun, 18 Apr 2021 12:33:28 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>hodge</dc:creator>
        <guid isPermaLink="false">453@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Recently my HDD crashed, and apparently the recovery/restore of my clone did not work in some cases for some of my apps. This is the only one I have left to resolve. I've removed/reinstalled multiple times, to different drives, even SSD to not avail. Each time I launch it I get the following error, pop-up: " Initialize Override XML Failed"..."Failed to create user Documents folder." - initialize_map_plugins() map_plugin_functions.cpp:3363" [end of error message]. Only option is to choose OK and then app splash screen crashes.</p>

<p>I love this program and its a daily use of mine. I hope this can be resolved. Thanks for any assistance anyone might be able to provide.</p>

<p>Gary</p>
]]>
        </description>
    </item>
    <item>
        <title>Bug Report - 3D Model to Map + Pre Filter</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/448/bug-report-3d-model-to-map-pre-filter</link>
        <pubDate>Fri, 26 Mar 2021 13:33:05 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>nognow</dc:creator>
        <guid isPermaLink="false">448@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I get an instant crash when trying to add a pre-filter to Normal WS (3D Model)<br />
No error messages; just closes</p>
]]>
        </description>
    </item>
    <item>
        <title>Output Texture Settings</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/447/output-texture-settings</link>
        <pubDate>Sun, 28 Feb 2021 08:03:17 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>emrex</dc:creator>
        <guid isPermaLink="false">447@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>how to change the resolution and quality settings of textures before saving for output.<br />
for example our input color texture has 8192x8192 resolutions.</p>

<p>when i click the button "save all the maps that have an output file"  i would like the Shaderpro set the output texture resolution to 4096x4096 and set their jpeg quality 60%.</p>

<p>and  is there any way to do this with Lua Script ?</p>

<p>thank you in advance</p>
]]>
        </description>
    </item>
    <item>
        <title>Visible Seams on 3D Scan</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/445/visible-seams-on-3d-scan</link>
        <pubDate>Wed, 10 Feb 2021 09:32:48 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>VRModelFactory</dc:creator>
        <guid isPermaLink="false">445@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>We would like to use Shadermap to generate a normal map for scanned products. A fine normal map gives the model detail and the model looks much better. The normal map from the High poly model does not contain such details. The problem that we have in many cases are visible seams after applying a normal map to a model generated from Shadermap.<br />
I chose a jacket model as an example<br />
Model without normal map<br /><img src="https://www.vrmodelfactory.cz/wp-content/uploads/2021/02/nonormal.jpg" alt="" title="" /></p>

<p>Model with normal map from Shadermap<br /><img src="https://www.vrmodelfactory.cz/wp-content/uploads/2021/02/normal.jpg" alt="" title="" /></p>

<p>Visible seams<br /><img src="https://www.vrmodelfactory.cz/wp-content/uploads/2021/02/seams.jpg" alt="" title="" /></p>

<p>What causes these seams?<br />
Is it possible to adjust the Shadermap so that the seams are not visible?<br />
Could you advise how to proceed so that the seams are not visible on the model?</p>

<p>Data with the model, Albedo and Shadermap project are available here:<br /><a rel="nofollow" href="https://www.vrmodelfactory.cz/wp-content/uploads/2021/02/example.zip" title="https://vrmodelfactory.cz/wp-content/uploads/2021/02/example.zip">example.zip</a></p>
]]>
        </description>
    </item>
    <item>
        <title>UDIM Setup for Human Figure?</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/442/udim-setup-for-human-figure</link>
        <pubDate>Tue, 12 Jan 2021 21:16:39 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>RAMWolff</dc:creator>
        <guid isPermaLink="false">442@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hi,</p>

<p>I'm so glad to see UDIM support for SM finally implemented.  I do have a little quandary here though.  I want to bring in a human figure (from Renderosity, L'Homme) that used UDIM's.  He comes in easily and I can click on the areas I want to process maps from (head/lips, torso, legs and limbs) but not sure how to proceed.</p>

<p>Any help here for this?</p>

<p>Thanks so much<br />
Richard</p>
]]>
        </description>
    </item>
    <item>
        <title>Where to Find a Tutorial on Creating Wood PBR</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/389/where-to-find-a-tutorial-on-creating-wood-pbr</link>
        <pubDate>Wed, 01 Apr 2020 08:18:49 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>christian</dc:creator>
        <guid isPermaLink="false">389@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hi.</p>

<p>I am looking into what software to use, and i am a beginner. <br />
The thing is that i have now scanned 250 individual wood planks(300mm x 5000mm) and created tillable color maps for 5 different wood types.<br />
Now i need to make PBR materials for arch-viz. Do any of you have any suggestions on how to do this? or any good resources to check out? I need to make the wood to look as natural/realistic as possible.</p>

<p>I have render photo realistic scenes in 3dsmax+ vray using floorgenerator and multi texture, this works but is only usable if you have these Applications.<br />
Now i need to be make in PBR maps. The maps have to work in other render engines and whit a standard PBR workflow.</p>

<p>Is ShaderMap the right choice?</p>

<p>I have includet a real picture to show one of the wood styles <img src="https://www.gardehvalsoe.dk/wp-content/uploads/projects/Dinesen_Showroom_34-1-e1554105660693.jpg" alt="" title="" /></p>

<p>Chr</p>
]]>
        </description>
    </item>
    <item>
        <title>How To Even Out Brighter and Darker Areas on Image?</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/436/how-to-even-out-brighter-and-darker-areas-on-image</link>
        <pubDate>Thu, 08 Oct 2020 08:34:37 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>NorthVisual</dc:creator>
        <guid isPermaLink="false">436@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hi<br />
What is the best way to "equalise" the image so that it removes the brighter and darker areas?<br />
Thanks,<br />
N</p>
]]>
        </description>
    </item>
    <item>
        <title>How to Apply / Create an Albedo or Diffuse Texture</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/434/how-to-apply-create-an-albedo-or-diffuse-texture</link>
        <pubDate>Fri, 02 Oct 2020 11:13:11 +0000</pubDate>
        <category>ShaderMap 4</category>
        <dc:creator>hodge</dc:creator>
        <guid isPermaLink="false">434@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I'm a bit new at this 3D model creation, but trying to learn it. I was recently introduced to ShaderMap 4. It looks promising, but I am somewhat confused. Is the main purpose of this program to create all maps ((Normal, etc.) except Albedo/Diffuse? Is it to create the other maps using an already existing Albedo/Diffuse texture? Or, is it to create/capable of taking an existing 3d model, and in turn use it to make ALL the above maps, or is the exception that it won't create a Albedo/Diffuse map? I'm trying to be clear here, hope you understand? Thanks in advance for any input/comments you may have.</p>
]]>
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