RSI
Comments
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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… -
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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… -
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The slider values act as weights in an averaging formula. So a value of 1 out of 100 when the other two values are 0 out of 100 will result in the high detail map being fully weighted. Also there is a normalization that happens aft… -
Thanks for the great feedback!
I've added all of these issues to my bug list.
_NEil -
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Hi Fenrix,
You're in luck!
Project templates will be a new feature in ShaderMap 3. Any open project can be used to define a new template. Users will be able to select from a dropdown list of templates on the… -
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That is strange. It looks like it is being filtered, when it shouldn't be.
1. I wonder if you have setup your graphics card to override program control of texture filtering for SM2? If so you may want to define a profil… -
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This is odd. Did you make sure to use Tangent Space normal mapping instead of Bump or Object Space in the 2D Bump Attributes of the Maya material?
in Maya Issues with SM2 Comment by RSI June 2014 -
In ShaderMap version 2.1 Settings->External Editors->Format there are only two formats allowed for external editing. They are PNG and TIF.
According to the Paint.Net website: (Quote) Perhaps Paint.Net does not support 16 bit vers… -
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Glad to help :cool: -
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Hi Darren.
Unfortunately there isn't a way to do this currently. The SM3 map system is being developed at the moment and there will be a fast way to view map type, info, and file name in the new interface.
A… -
Hi Rogurt,
It may be possible to unhook the Normal Editor Layers from the Locked Map system in a future release.
The main change would be to require all layer data to be kept in memory for every map that has layers while in t… -
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This was taken from the following page: http://www.united3dartists.com/forum/viewtopic.php?f=4&t=545 -
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This is done on the specular map. Make the areas that you do not want glossy black. Areas that are gray to white will have a range of glossiness where white is the maximum specular lighting. -
Cavity maps are not currently supported. I plan to develop additional plugins for ShaderMap version 3.
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What I did with the ceramic tile is to create a separate displacement (in Photoshop) using black (low) lines and white tiles. I then brought both the color and displacement maps into the project as source images. I generated the no… -
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As a thought experiment, imagine a displacement map that has all values in the range (0-127). Generate a normal map from this map. Now add the integer 128 to each pixel of the displacement map. The normal map generated from this di… -
Thank you both for reporting and verifying this error. I will have this fixed soon after the new year.
Best regards,
Neil -
Hi. That looks like an 8 bit artifact. Go into Options & Settings and under maps enable Force 16 bit. Then recreate your project and the "steps" should clear up.
See this thread. in [SOLVED] Terraced-like Artifacts in Normal maps Comment by RSI December 2013 -
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If I decide to make an OpenCL version of the image processing library then it would only make sense to support multiple GPUs. I believe this works similarly to using multiple CPUs (multiple threads).
Of course I'll need… -
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Not in current release version 2.0.X. There will be a way to do this in version 2.1. The steps will be:
1. Bring the normal map into the N-Editor
2. Use the Select Tool to select the portion of the map you want to… -
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This would be an awesome addition, I agree. I did a search for the 3ds .mat file format but was unable to find any resources for saving/loading. My guess is that it is a proprietary format without open documentation. Can anyone con… -
Hi Memnarch,
I generated a displacement map for you as requested.
This was done using the new plugin and the following para… -
Hi Artproject,
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ShaderMap uses DirectX 9C (August 2009) version.
You can download the offline installer here: http://www.microsoft… -
Hi. That looks like an 8 bit artifact. Go into Options & Settings and under maps enable Force 16 bit. Then recreate your project and the "steps" should clear up.
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Hi DC3D,
Thanks for your input and suggestion. I'll add it to the wishlist. It may show up as an add-on down the road.
_NEil -
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Hi Richard,
This may be an 8 bit artifact - go to Options & Settings -> Maps and make sure Force 16 Bit Maps is enabled (will be on by default in future release). Then recreate the SM2 project and see if this cle… -
Hi Kelly,
My approach will be to build my own loaders. It isn't that difficult and will allow me to add support for 32 bit / channel PSD at the same time. I have plenty of resources to do this on my own, it just takes time and is not the… -
Hi Kelly,
There is a problem with the PSD and TIFF loaders used by the image library. It is not working for the alpha channel of 16 bit files.
The image loading problem is happening in an external image loading library called… -
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I don't expect to add EXR support until 2.2.
Yes some form of 32 bit support will be added in SM3. The design docs haven't changed, it's just taken longer to implement 2.1 than intended. -
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This is a matter of perspective of course. The source map has technically been converted to 16 bit on load. Perhaps a different vernacular is applicable for source maps converted.
Maybe:
SRC 8(16)-BIT
<…