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  • To change the suffixes you will need to edit the file located at:

    "C:\Users\<USER>\Documents\ShaderMap\SM3\sm_filename_overrides.xml"

    Change the "map_disp_to_spec" entry and change the suffix from "%default%" to whateve…
  • (Quote)
    Hi Don,

    All maps generated from a source image should have the same size as the source. Please tell me:

    1. What version of ShaderMap you are using?

    2. What type of image is the source color map? …
  • Just an update on this feature request.

    Version 3.0.7 should be released on Monday February 1st, and will include the ability to override default project file names, suffixes, and directories (relative and absolute). The same script can …
  • So all I see that is going on is the RED and BLUE channels are being converted to WHITE.

    In Photoshop this looks like this..

    01_13_2016_a.jpg

    in Arma 3 Maps Comment by RSI January 2016
  • (Quote)
    So it looks like the author is just filling the RED and BLUE channels to WHITE, isolating the AO / Spec to the GREEN channel of the image.

    If you wanted to do this in ShaderMap you would need to:
    1. Load in a …
    in Arma 3 Maps Comment by RSI January 2016
  • (Quote)
    Can you please give me a visual representation/better description of what you are requesting? Also why/how would a particular model benefit from the invisible floor plane? Thanks.
  • (Quote)
    Not currently, at the moment each plugin defines the map suffix. I'm going to add an XML config file to the next version so the user can override plugin defined suffixes at startup.

    For now you will have to continue ren…
  • (Quote)
    Yes that is correct. Your meshes did not appear to have normals or at least they were not in a format that the Autodesk FBX SDK could read.

    Debug is not available to end users. In this case I used Visual Studio to step …
  • That is strange. My first thought, like yours, was that the Normals are not being loaded or are not included in the FBX file. I confirmed the latter by loading your attached FBX models with ShaderMap in debug mode. Each normal imported by the FBX SD…
  • ShaderMap 3.0.6 has been just released and this particular normal corruption error has been resolved.

    Below you can see the Tangent Space normals baked from the high poly sword you provided as well as the World Space normals from the low…
  • (Quote)
    Just thought I'd let you know 3.0.6 has been released and it includes the ability to select the model UV channel in both the 3d node properties as well as in the Material Visualizer.

    Viewing a wire-frame of the UVs as a…
  • (Quote)
    Thanks Will. Great feedback.
  • (Quote)
    I thought as much. I will attempt to speed this up by using a more optimized loader. Thanks for your feedback.
  • Are you exporting FBX or OBJ from zBrush? I would recommend FBX if possible.

    I have a guess what the problem is if no normals are included in the mesh file and it is an OBJ.
  • Thanks for the feedback. My question is:

    1. What image file format was the 10K image in?

    It looks like the crash is happening in the image loader - it may be specific to the file format. There should be no limitations (given …
  • Thanks for reporting the bug and for posting the video - that will be very helpful when tracking it down.
  • Hello,

    You can do this by using Templates. First create a project with the normal and displacement settings you want to use with other source maps. Next save the project as a ShaderMap Template File. See: in Save Presets and UV Tiles Comment by RSI September 2015
  • (Quote)
    3D Models should be exported with UV texture coordinates. This means that there will be at least one U,V pair per mesh vertex. In blender when exporting to FBX this is done automatically if texture coordinates have been assigned (t…
  • 3.0.4 has been released. Thanks again for your patience.
    in Timescales Comment by RSI August 2015
  • Just an update to the 3.0.4 release.

    The release date will now be the week of August 24th. Thanks for your patience.
    in Timescales Comment by RSI August 2015
  • (Quote)
    3.0.4 is scheduled for this month, probably next week. 3.0.5 will release in September most likely.

    My goal is to have at least 1 release a month though that might not always happen.
    in Timescales Comment by RSI August 2015
  • I created a blank project, imported the low polygon model as source, and opened it up in the Model Setup. Immediately the problem became clear. The Normal Vectors are being corrupted (or lost) for this model on import.

    in Normal Map Bake Issues [FIXED] Comment by RSI July 2015
  • (Quote)
    I've received the files and should have a look at them and determine what is going on within the next day or so. Thanks for your assistance in resolving this matter.
  • Hello,

    I have an idea of what is going on but will require the files to be sure. You are welcome to send the model files to me (FBX please) at the following email support [at] shadermap.com.

    Kind Regards,
    Neil
  • This makes sense to me.

    Currently the system attempts to detect the type of input required by the map node then assigns the first matching type found in memory. I can alter the function to assign the most recently added matching node rat…
  • Thanks for the suggestion. I'll add this to the list.
    in REQ: Hotkeys Comment by RSI July 2015
  • Okay, I'll definitely have a look at this when I'm adding the new option.

    Thanks again for your feedback.
  • The solution to this problem will be project templates. This will allow you to save a project as a template file. When a template is loaded you simply add the source node files to the project grid.

    It is a feature that is going to be add…
  • Thanks for your post and clear explanation.

    I think what you are experiencing is the difference between "Last Load Path" and "Last Save Path". ShaderMap keeps track of them separately.

    I'll add an option to enable a single "L…
  • Thanks for updating me on this. I'm glad it's working now.