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  • Hi yannoid,

    I will investigate this issue and report back. My guess is that because the loading is happening in the main thread that it is stopping the program from responding. This needs to be set to an external thread and also provide a…

  • Thanks for reporting this, there seems to be a problem with one of our content providers, I will need to investigate the issue tomorrow. For now I have switch download links to the local server.

    Downloads should be working now.

    Th…

  • Hi Slothstronaught,

    I've added a new filter to ShaderMap that should help with the problem you've been having. Thanks for providing the source materials.

    in Light Scan Normal Map Issue Comment by RSI April 2019

  • Hi Richard,

    There is currently no way to load all textures per material section automatically. This feature will eventually be added but will require a complete overhaul of the import plugin system. For now you will need to load maps indi…

  • Hi Monosolo.

    That template is no longer shipped with ShaderMap. The map node that generates the normals from the 4 directions is still available. Create an empty project by clicking "Advanced" from the Start screen. Add your 4 images as c…

  • Hi Lasse,

    Currently there is no GUI way to batch process light scans. You can export the project to LUA script (script button below the project grid) and then modify the script to batch process your image sets.

    I'll add GUI suppor…

  • Okay, I think I know what is going on here. The problem might be in how you have setup the UV Seams on your Low Poly version. You have the UV Seams directly on the hard edges of the model. This is demonstrated below.

    I created a Color ID …

  • I received the models that you sent and will be working on the visualizer issue this week. Thanks :)

  • You should view the template as a starting point. One option is to build a gray scale mask image in an image editor then apply it to the displacement map in ShaderMap or export to an external editor, and finalize the displacement there. If possib…

  • Hi bruoj,

    Thanks for bringing this to my attention. I am hoping that you can provide me with the models you are using to bake the normal maps. This way I can see exactly where the problem is occurring.

    You can post a download link…

  • Hi Zom-B,

    Thanks for your feedback. I have spent a lot of time and energy into distributing map generation across all CPU cores, which makes me think there must be a reason that the Normal to Displacement map is only using a single thread…

    in Multithreading Comment by RSI March 2019
  • ShaderMap internally stores normal maps in vector format rather than color format, standard color based filters won't work on XYZ vectors. It may be possible to create a normal map filter to remove gradients (usually created from uneven lighting)…

  • I will investigate the TIF format. Thanks for reporting.

  • There is no direct conversion for SMPX to STL meshes at this time.

    in SMPX to STL Comment by RSI February 2019
  • I was able to replicate this error. It looks like one of the default map plugins is crashing the app when the input image is sufficiently small. <= 16px. Thanks for bringing this to my attention. Expect this to be fixed in the March update.

  • Hello,

    This should only happen when using batching. That being said in most cases there aren't multiples of the same file name so the _0 isn't really necessary. I will add this to the list to be fixed in the next release.

  • 1 Diffuse: Generate as normal.
    2 Metallic: Generate Metallic and AO maps, then hold Shift Key and Drag-Drop AO to Metallic Map. Embed Red channel in Green of Metallic. Create a blank black map node, hold Shift and Drag-Drop Black map to Met…

  • Thought you should know that version 4.2 is available and includes new Diffuse to Specular maps.

  • ShaderMap 4.2.2 is now available. I've updated the Templates to include the requested conversions (1).

    Learn more about each conversion at: in Specular to Metalness / Roughness Conversion Comment by RSI February 2019

  • Hi Tobias,

    I've just cooked up a diffuse spec gloss -> albedo metal rough template. While doing that I found a couple of bugs. Let me work on an update today and I'll post version 4.2.2 tomorrow with the requested template and the bug …

  • Hi Deygus,

    A good introduction to baking models can be found in the SM4 docs here: https://shadermap.com/docs/quick_start_bake_maps_from_3d_mode…

  • Hi jbn,

    The current specular map generation method is having... issues. A new Specular Map plugin will be released with SM 4.1.5 this January.

    Thanks for your patience.

    Best,
    Neil

  • Hi Matt,

    Yes ShaderMap should be able to do that. I would suggest creating a project in ShaderMap 4 then exporting the project to LUA script. This will give you a starting point for writing your scripts.

    See the docs page on …
  • Have you tried to update your video drivers? SM3 and SM4 don’t share any file space whatsoever (only DirectX / VC++) so for them to both stop working at the same time suggests that the issue might be with your system. I would start with rebooting yo…
  • Hi,

    The Normal Blur filter has been updated to include decimal adjust. Perhaps the updated plugin didn't install on your system. You can test if the updated plugin is installed by adding a normal map to a new project then adding the Norm…
  • Hi,

    Let's see if we can get things fixed.

    1. Uninstall ShaderMap 3 and 4 from your system using Apps and Features (right-click Windows Start Icon)

    2. Delete the AppData folders:
    C:\Users\<USER>\AppData…
  • Thanks to both of you for testing that. Version 4.1.4 is now live.

    mikeven,

    Unlocking the normal map doesn't destroy the layers, as you've noticed. This was a feature added in a previous version so that users could make addit…
  • I've updated the installer to 4.1.4 but haven't made it live yet. I was hoping you could download the new version and test the Normal Editor out.

    in Problem with the Normal Editor in version 4.1.3 Comment by RSI September 2018
  • I've had a look at the textures you've sent and found something odd. It looks like the Normal Editor IS painting to them it is just not being displayed when zoomed out. If you zoom (mouse scroll) after painting you will see it appear.

    Th…
  • Thank you for sharing the images with me, I’ll run these while in debug mode and find out what is going on. Expect to hear back from me in a couple of days on this issue.