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  • Okay going to take another stab at this...

    First, thank you Hexodus and thank you shirokuma. Your feedback on the normal editor has been very helpful.

    I took the night to really think about this topic. There is …
    in Impressions Comment by RSI July 2012
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    Thanks for reporting that.

    In the next version displacement maps are optional for N brushes using normal maps. This bug also exposed another bug where positions were being improperly assigned to brushes after a brush wa…
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    With your project open, having a source map and maps generated from it, do the following:

    1. Click the Advaced Map Setup button under the maps grid. Looks like an M in a box.

    2. In the right listbox, select …
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    Thanks for your feedback. I will take your suggestions into consideration when mapping (pun intended) out the future of ShaderMap.

    Regards,
    Neil
    in Impressions Comment by RSI July 2012
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    Yes, just contact me via the support email (support at shadermap.com) if you ever have any troubles.
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    Great that it is working now. I do not need the OBJ files for debugging now. Thanks for posting the solution.

    There is no option for applying a material to all groups at the same time. This is a good feature to add thou…
  • Up to three machines can use ShaderMap at the same time per seat. Just uninstall it from your computer to get your installs back.
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    Usually ShaderMap separates subsets as they are defined in the OBJ file. It may be that your exporter is automatically chunking the model at creation. Could you please post (or send me via email) a sample OBJ model?

    I w…
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    Hi Garagarape, thanks for the suggestion.

    All tools in the next release will be selectable using Ctrl + 1..2..etc

    The n-editor tools will have these additional shortcuts:

    Translate Tool (T)
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    Good idea.
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    I see. Thanks for the explanation.

    In the future I am planning to add a project template feature that will make config files unnecessary. Currently there are 3 project templates for color, normal, and displacement maps.…
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    Can you explain that any better?

    I'm not sure I understand. What is the advantage? I was planning to save image format overrides in the options file. Once they are setup they would persist from project-to-project the sa…
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    Great idea! :idea: It will have to be a new feature.

    Currently each map plugin communicates to the application a default save format.

    The user defined format would override the plugin's default format and co…
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    The material editor is just for visualization in ShaderMap 2.
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    Thanks for sharing. I hope you don't mind I've posted the first image here.

    shadermap_rock_test.jpg
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    I will be add this to the list of features to be added for version 2.0.6. Thanks for the feedback.
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    The texture for 3D models must be loaded as a map. Importing a 3D model only imports the geometry (vertices, normals, texcoords).

    Since each 3D importer is a plugin it will be relatively easy to add support for addition…
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    Hi Kenny,

    Thanks for your comments. Batch support is enabled. Simply follow the directions in the manual for processing multiple source maps.

    Neil
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    You are welcome :cool:
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    No it doesn't. it is assumed that if normals are edited externally that that editor maintains the normalization of the vectors.
  • This was fixed this morning. Will be in the next release. Instead of locking a map before sending it to an editor, SM2 now only locks a map (normal/disp) after changes are accepted by the user.
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    Yes it is there to simulate different rendering methods.

    The parallax shader uses the displacement map to create the appearance of depth. It is a good way to visualize the displacement map if just generating normal maps…
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    Added. Very helpful shirokuma :cool:
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    Got it. Thanks.
  • It's in the list now. Will be fixed in the August release.

    Thanks shirokuma.
    in V Brush Offset Comment by RSI July 2012
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    There is a good chance that will be added. Thanks for the suggestion.

    Neil
    in Undo Memory Comment by RSI July 2012
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    The seem on the leg can be cleaned up manually. It's hard to see but you could probably paint away (v brush - normal up) the edges around those teeth to get a better result.

    I'll be posting a tutorial in a couple of wee…
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    There is a checkbox in the OBJ export dialog in Max that says Texture Coordinates.

    Maybe you haven't applied a material to your model?

    When you bring in a custom model to ShaderMap 2, you will need to drag a…
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    Those are all great apps. I read a book called The Thank You Economy, I want to make sure my customers are happy and also realize I want them to succeed.

    A late night thank you,
    Neil
    in July Update Comment by RSI June 2012