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        <title>ShaderMap Legacy — Rendering Systems - Support Forums</title>
        <link>https://rendering.systems/forums/index.php?p=/</link>
        <pubDate>Mon, 09 Mar 2026 15:32:14 +0000</pubDate>
        <language>en</language>
            <description>ShaderMap Legacy — Rendering Systems - Support Forums</description>
    <atom:link href="https://rendering.systems/forums/index.php?p=/categories/shadermap-legacy/feed.rss" rel="self" type="application/rss+xml"/>
    <item>
        <title>How to Make a Seamless Pattern?</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/185/how-to-make-a-seamless-pattern</link>
        <pubDate>Thu, 02 Jun 2016 02:32:26 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>GregoryA</dc:creator>
        <guid isPermaLink="false">185@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[Hi,<br /><br />
I just started to work with ShaderMap 3.<br />
I would like to know how to make a seamless pattern from 3d maps generated in ShaderMap .<br /><br />
Thank you,<br />
Gregory]]>
        </description>
    </item>
    <item>
        <title>How Do I Convert Displacement to Normals?</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/202/how-do-i-convert-displacement-to-normals</link>
        <pubDate>Sat, 05 Aug 2017 17:46:01 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>wtimmins</dc:creator>
        <guid isPermaLink="false">202@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[I'd like to take an object, apply a displacement texture, and get out a Normal map that takes into account the object's shape and UV map to generate an appropriate Normal map.<br /><br />
Currently, I've tried opening a 3d object, loading a grayscale displacement map, then create a 'Normal (disp)' map.<br /><br />
But the Normal map doesn't seem to account for the shape at ALL; there are really visible seams and spots where the Normal is inverted. It's a mess.<br /><br />
Am I missing something obvious?]]>
        </description>
    </item>
    <item>
        <title>Grid</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/201/grid</link>
        <pubDate>Fri, 28 Jul 2017 05:00:04 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>Nova</dc:creator>
        <guid isPermaLink="false">201@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[I tried searching for this but didn't seem to find anything on it. I think it would be very useful if we had an option for turning on a grid, like the pixel grid in Photoshop, that we can snap the shape's points and stuff to. I feel it'll make it much easier to be precise, rather than having to eyeball it.<br />
It would be extra useful, if you where able to define the interval at which the grid would be displayed (For example, ever 2nd pixel, ever 4th, etc.)<br /><br />
Anyway, just a suggestion. Also, are there any news for the future of ShaderMap?<br /><br />
Thanks for your time,<br />
Daniel]]>
        </description>
    </item>
    <item>
        <title>Shapes Parameters in the Normal Editor Do Not Get Saved with Project</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/200/shapes-parameters-in-the-normal-editor-do-not-get-saved-with-project</link>
        <pubDate>Sat, 25 Mar 2017 21:14:05 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>stuckon3d</dc:creator>
        <guid isPermaLink="false">200@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[I don't know if i missed some setting but i lost a lot of work because of this. I kept saving the project when i was working on it, but after i quit and load the project back, my layer with shapes were there but with no information in them to recreate what i did with them. When i double click on the shape to modify parameters  i get this error:<br /><br />
"can't set layer profile until the layer has pixels"<br /><br />
not sure where the pixels went because i was able to open those shape initially when i was editing my normal map.  :(<br /><br />
Can someone confirm this?  thank you.]]>
        </description>
    </item>
    <item>
        <title>Cannot Launch the Demo</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/199/cannot-launch-the-demo</link>
        <pubDate>Mon, 23 Jan 2017 05:43:09 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>cubrman</dc:creator>
        <guid isPermaLink="false">199@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[It started with a fatal error when installing DirectX and proceeded into this message upon launching the program:<br /><br />
"Failed to register font." - initialize_render_api() d3d_functions.cpp:567<br /><br />
Any way to fix this? I am on a Windows 10 PC.]]>
        </description>
    </item>
    <item>
        <title>Depthpass / Displacement from Focus Stacks</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/191/depthpass-displacement-from-focus-stacks</link>
        <pubDate>Sun, 21 Aug 2016 14:55:52 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>Blackshore</dc:creator>
        <guid isPermaLink="false">191@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[Hello Neil!<br />
It seems that you managed to implement “Normal Map from Photos” function I requested a while back! Thank you!<br />
Are you capable to add a stacking function in order to get a Zdepthpass that one could use as displacement?<br />
Example:<br /><a href="http://www.mopswerk.de/2016/05/memento/" rel="nofollow">http://www.mopswerk.de/2016/05/memento/</a>]]>
        </description>
    </item>
    <item>
        <title>Making Normal Maps Less Noisy</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/192/making-normal-maps-less-noisy</link>
        <pubDate>Sun, 04 Sep 2016 23:35:32 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>Gernash</dc:creator>
        <guid isPermaLink="false">192@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[Here is example(Out of the box not adjusted in any way) of the noise generate to a default normal map(single Photo), I've played with the post and pre filter (Normalization, blur, normal blur etc) and tried to adjust via the Diff map (high,Med,Low Detail) but I'm unable to generate a Normal map from a busy picture that has any "depth" to it.<br /><br />
In contrast if I generate a Normal from template LIB (Normal Map from photos) I get a very clean image that allows enhancement without introducing a lot of noise.<br /><br /><br />
Are there any tricks you are aware of to help me produce a "cleaner" normal? (Or a guide to creating a normal map that is not a large object.) and still retain it's depth.<br /><br />
I have experimented with making a "washed out" normal and blending the 2, so far this has been my best guess solution but I loose a bit of depth doing it this way.<br /><br />
Thanks in advance<br /><br /><img src="https://s16.postimg.org/816wuczth/2016_09_05_12_31_56.jpg" alt="2016_09_05_12_31_56.jpg" />]]>
        </description>
    </item>
    <item>
        <title>Hello Everyone</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/198/hello-everyone</link>
        <pubDate>Mon, 28 Nov 2016 17:04:54 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>honeybiscuit</dc:creator>
        <guid isPermaLink="false">198@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[Just wanted to get everyone ideas about ShaderMap 3. I just purchased it and looks very great. Wanted to introduce myself as well.]]>
        </description>
    </item>
    <item>
        <title>48 Hour Sale is Here!</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/197/48-hour-sale-is-here</link>
        <pubDate>Mon, 28 Nov 2016 00:07:36 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>RSI</dc:creator>
        <guid isPermaLink="false">197@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[Get ShaderMap 3 for just $20 for the next 48 hours.<br /><br />
Sale ends Wednesday November 29th at 11:59PM EST.<br /><br /><a href="http://shadermap.com/buynow/" rel="nofollow">http://shadermap.com/buynow/</a>]]>
        </description>
    </item>
    <item>
        <title>Next Gen Features</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/196/next-gen-features</link>
        <pubDate>Thu, 17 Nov 2016 06:05:32 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>JayBass</dc:creator>
        <guid isPermaLink="false">196@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[<b>Well done on the new release,</b> but..... Shadermap features are much of a muchness and the same can be found in its competitors (Knald and XNormal) Whats needed from a map generator of this class is core functionality that will ensure it's adoption as a standard tool in majority of the industries production pipelines and frameworks. <br /><br />
There are so many map types that Shadermap could support. It would make sense to add a scripting engine to the core (My preference is Python) with node based offline shader model support, OSL, RSL or VEX. This way one can create different baking sequences for any type of map generation required and the ability to save created node based baking sequences for quick load and re-use, generating a library of baking presets that are truly framework independent that can be shared and reused on the fly. With this type of map generation functionality and control the tool will compliment artists allowing them to easily migrate assets between the different rendering frameworks in an efficient non destructive backward compatible manner. Render/baking support of GI, Raytrace and SSS is needed to generate single scatter maps for use in realistic skin rendering is good example of a map type that is often used in game, film and VR productions.<br /><br />
I hope what I am saying makes sense, please keep in mind this post is intended as constructive criticism.<br /><br />
Thanks for your time. <img src="https://rendering.systems/forums/resources/emoji/smile.png" title=":)" alt=":)" height="20" />]]>
        </description>
    </item>
    <item>
        <title>What does this symbol mean in a node?</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/195/what-does-this-symbol-mean-in-a-node</link>
        <pubDate>Sat, 17 Sep 2016 18:19:42 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>DragonautX</dc:creator>
        <guid isPermaLink="false">195@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[I found that one of my nodes in the Project grid has a <a href="http://imgur.com/a/zTdZM" rel="nofollow">symbol</a> on the bottom left corner. It's a black box with three white lines that sort of looks like an equal sign. I don't know how I got that to be there. What is that symbol, and what can I do to make that appear/disappear?<br /><br />
I tried to look at the docs in Main Interface -&gt; Project Grid, but I couldn't find anything there. There's no filters on this node, and locking/unlocking the node doesn't do anything either. I did edit it in the Normal Editor.]]>
        </description>
    </item>
    <item>
        <title>Where can I find the rock and flower images used in the home page slide show?</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/194/where-can-i-find-the-rock-and-flower-images-used-in-the-home-page-slide-show</link>
        <pubDate>Thu, 15 Sep 2016 00:26:56 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>DragonautX</dc:creator>
        <guid isPermaLink="false">194@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[I'd like to try out ShaderMap's ability to make displacement maps from images, and I'd like to use the <a href="http://shadermap.com/home/_i/screen_3.jpg" rel="nofollow">rock</a> and <a href="http://shadermap.com/home/_i/screen_1.jpg" rel="nofollow">flower</a> images that are used in the home page's slide show because the results look really cool. Are those images available in full resolution?]]>
        </description>
    </item>
    <item>
        <title>Texture Export to MODO</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/193/texture-export-to-modo</link>
        <pubDate>Fri, 09 Sep 2016 08:43:37 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>Bishwash</dc:creator>
        <guid isPermaLink="false">193@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[hi there,<br /><br />
i tried shader map, its seems very nice to me , the problem is the texture on the model seems very nice while it is in shader map application and thats the result what i want but when i export maps and use with modo the texture seems so bad , <br /><br />
is there something i'm missing ?<br />
thank you]]>
        </description>
    </item>
    <item>
        <title>OpenGL Option?</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/190/opengl-option</link>
        <pubDate>Thu, 11 Aug 2016 16:03:18 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>CrunchyJoe</dc:creator>
        <guid isPermaLink="false">190@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[I was wondering if there is a way to change from DirectX to OpenGL rendering, because the program uses DirectX and the game engine I use needs Normal Maps in OpenGL format. I can do it by hand in Photoshop, but it's just an extra step I'm hoping to avoid.]]>
        </description>
    </item>
    <item>
        <title>Can I Get the License Back from an Old PC?</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/189/can-i-get-the-license-back-from-an-old-pc</link>
        <pubDate>Thu, 28 Jul 2016 12:22:44 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>jeancf</dc:creator>
        <guid isPermaLink="false">189@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[Hi,<br /><br />
I just built a new PC to replace the old one. I am not going to use the old one anymore. How can I transfer the license installed on the old one to the new one?<br /><br />
Thanks,<br /><br />
/~jeancf]]>
        </description>
    </item>
    <item>
        <title>How Can I Save Only Certain Maps?</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/187/how-can-i-save-only-certain-maps</link>
        <pubDate>Sun, 19 Jun 2016 18:15:11 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>DragonautX</dc:creator>
        <guid isPermaLink="false">187@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[When I click the "All" floppy disk button ("Save all maps that have an output file"), the displacement, AO, specular, and normal maps all get saved. However, a lot of the time I just want the normal and AO maps. Is there a way to change some settings so that I can export only those two maps when I click the "All" button?]]>
        </description>
    </item>
    <item>
        <title>Quick Start: Bake Maps from 3D Models</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/188/quick-start-bake-maps-from-3d-models</link>
        <pubDate>Sun, 03 Jul 2016 04:46:13 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>gcshep</dc:creator>
        <guid isPermaLink="false">188@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[Hi I am a totally new to ShaderMap and I am working through the tutorials and got as far as<br />
(Quick Start: Bake Maps from 3D Models) I have downloaded the Windmill however when I have loaded the OBJ I cannot get it to stay in the centre of the screen when I click there I get the following message (See Below) any help would be much appreciated.  <br />
 <br />
Best Regards<br />
George<br /><br /><br />
Cage Model Only<br /><br />
Face and Vertex tools only work on the cage model.]]>
        </description>
    </item>
    <item>
        <title>Color Map</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/184/color-map</link>
        <pubDate>Fri, 27 May 2016 11:14:20 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>garysmith</dc:creator>
        <guid isPermaLink="false">184@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[Hi guys i was looking to buy Shadermap 3 but after using at a colleagues i noticed it does not export the color map when you select save all maps, also it does not include the color map when running the batch.<br /><br />
Is this the case or am not seeing something i know you can click save on the individual color but if you have a folder with over 100 images its not something i would like to do.<br /><br />
I love the way it outputs for all images<br /><br />
_DISP<br />
_NORM<br />
_SPEC<br /><br />
But there needs to be an option to output the color so its the same file type as the others.]]>
        </description>
    </item>
    <item>
        <title>[FIXED] TGA RGBA Headers Bug</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/182/fixed-tga-rgba-headers-bug</link>
        <pubDate>Sat, 14 May 2016 18:59:15 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>Vortex Rikers</dc:creator>
        <guid isPermaLink="false">182@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[Hi!<br /><br />
I noticed that TGA RGBA textures written by shadermap 3.0.8 have some inconsistent headers.<br /><br />
Accordingly to TGA specifications found here: <a href="http://www.paulbourke.net/dataformats/tga/" rel="nofollow">http://www.paulbourke.net/dataformats/tga/</a><br /><br /><b>DATA TYPE 2: Unmapped RGB</b><br /><br /><i>Offset 17 - Image Descriptor Byte. Bits 3-0 - number of attribute bits associated with each pixel. For the Targa 16, this would be 0 or 1.  For the Targa 24, it should be 0. For Targa 32, it should be 8.   </i><br /><br />
It seems that 3.0.8 always writes 0 for 32-bit TGA, which is wrong.<br /><br />
Would be nice to get it fixed.]]>
        </description>
    </item>
    <item>
        <title>Cambiare Automaticamente i Suffissi Salvare</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/180/cambiare-automaticamente-i-suffissi-salvare</link>
        <pubDate>Tue, 26 Apr 2016 14:29:02 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>Waltex</dc:creator>
        <guid isPermaLink="false">180@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[Ho la versione 3.07.<br /><br />
Venite Cambiare Automaticamente il Salvataggio suffissi nomi<br /><br />
da: "DISP-NORM_SPEC"<br /><br />
in: "Displace_Normal_Reflect"]]>
        </description>
    </item>
    <item>
        <title>Output Resolution</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/179/output-resolution</link>
        <pubDate>Tue, 08 Mar 2016 13:14:16 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>dgagen</dc:creator>
        <guid isPermaLink="false">179@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[Where can I change the texture output resolution when creating new textures from a color map?  The color map resolution is 1024, but I can only save out maps at 512.<br /><br />
This is probably so simple, but I can't seem to find anything on the topic in the tutorials, manual, or forum.<br /><br />
Don]]>
        </description>
    </item>
    <item>
        <title>Custom Suffix for File Naming During Saves</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/174/custom-suffix-for-file-naming-during-saves</link>
        <pubDate>Wed, 16 Dec 2015 20:39:14 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>hawkenfox</dc:creator>
        <guid isPermaLink="false">174@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[Hi,<br /><br />
Is there options or config script I can edit to change the way my files are named.<br />
So I don't have to rename them again everytime I create the maps?<br /><br />
Cheers,<br />
Hawkenfox]]>
        </description>
    </item>
    <item>
        <title>STL</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/176/stl</link>
        <pubDate>Wed, 20 Jan 2016 17:49:04 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>Makingtoothpicks</dc:creator>
        <guid isPermaLink="false">176@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[I have a program that can make stl files from images. I would like to use the bump and height map functions of shadermap to create these files. Anyone doing this. I then use the stl in my cnc machine to create wood scenes.]]>
        </description>
    </item>
    <item>
        <title>Multi Channel Texture Capture?</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/118/multi-channel-texture-capture</link>
        <pubDate>Fri, 20 Jun 2014 21:52:40 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>Blackshore</dc:creator>
        <guid isPermaLink="false">118@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[Hi,<br />
I wounder if shadermap can make a normal,occlusion and displacement maps based on 4 photos of a texture surface in order for it to get proper values?<br /><br />
lit from above<br />
lit from the left<br />
lit from below<br />
lit from the right<br /><br />
Example reading:<br /><a href="http://www.zarria.net/nrmphoto/nrmphoto.html" rel="nofollow">http://www.zarria.net/nrmphoto/nrmphoto.html</a>]]>
        </description>
    </item>
    <item>
        <title>Arma 3 Maps</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/175/arma-3-maps</link>
        <pubDate>Tue, 12 Jan 2016 15:44:53 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>Agarthan_Two</dc:creator>
        <guid isPermaLink="false">175@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[Hello,<br /><br />
I am currently trying to generate the Ambient Shadow map, and the Specular Texture map, as seen in the following thread, for use in Arma 3:<br /><br /><a href="https://forums.bistudio.com/topic/76031-using-the-super-shader-rvmat-material/" rel="nofollow">https://forums.bistudio.com/topic/76031-using-the-super-shader-rvmat-material/</a><br /><br />
These maps seem to have a kind of pinkish hue, though I'm not sure exactly what color it is, or how it's generated.<br /><br />
Can Shader Map Pro generate these maps?  If so, how?<br /><br />
Thanks in advance for any help anyone can give!]]>
        </description>
    </item>
    <item>
        <title>Blender 3D Model Ambient Occlusion render as White [SOLVED]</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/173/blender-3d-model-ambient-occlusion-render-as-white-solved</link>
        <pubDate>Tue, 15 Dec 2015 23:29:50 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>hawkenfox</dc:creator>
        <guid isPermaLink="false">173@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[The current issue am having with shadermap is that whenever I try to render the AO map<br />
from a blender model it generates white AO. I do not know how to resolve this. I have attached<br />
a couple of files MonkeyA.fbx, MonkeyA_cage.fbx, MonkeyB.fbx, MonkeyB_cage.fbx.<br /><br />
The Monkey A is exported with scale of 1:1 and Monkey B is exported with a 100 scale up factor.<br /><br />
I am also having trouble with the push cage. The scaling seems to be working but the push<br />
cage just refuse to move at all. Also my WS normal generated from the 3d model give me<br />
a black and white image, like a alpha mask of my UV map.<br /><br />
I read on the sticky someone was having trouble with imported normals on lightwave3d. I might<br />
suspect it's the same issue since the push cage did not work as intended.<br /><br /><a href="https://mega.nz/#!bddAkayD!yVNF4_m3YgOL-icg_VOk5Lk5_Be6cU5dcbeF56YJaxg" rel="nofollow">Attached is the rar files download from mega.co.nz</a><br /><br /><img src="http://i56.photobucket.com/albums/g181/victornsy/shadermap_issue_AO.jpg" alt="shadermap_issue_AO.jpg" /><br />
Ambient Occlusion rendered white.<br /><br /><img src="http://i56.photobucket.com/albums/g181/victornsy/shadermap_issue1.jpg" alt="shadermap_issue1.jpg" /><br />
WS Normals rendered as gray image from 3d model.]]>
        </description>
    </item>
    <item>
        <title>Display UV Map While Editing?</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/168/display-uv-map-while-editing</link>
        <pubDate>Fri, 16 Oct 2015 13:08:33 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>WillBellJr</dc:creator>
        <guid isPermaLink="false">168@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[Hi, it has been a good minute since I've been here, just noticed ShaderMap 3 was released - congrats on what looks like a really great update - upgrading from v2 is definitely a no-brainer!<br /><br /><br />
I'm here now because I was looking for something to let me draw on my normal maps using alphas and shapes and look-a-here - my ShaderMap has been nicely upgraded.<br /><br />
The one question I have as I'm playing with the demo, is when my model is loaded, for placing my shapes and drawing, HOW can I <b>see the UVs</b> so I can tell where to place the artwork overlays??<br /><br />
I'm guessing I can perhaps load a UV map image and place it as a layer, but unless I'm missing something on the usage of SM3, how can you tell where to place stuff / draw around your model?<br /><br /><br />
Any tips appreciated!<br /><br /><br />
-Will]]>
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        <title>Normal Map Bake Issues [FIXED]</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/154/normal-map-bake-issues-fixed</link>
        <pubDate>Tue, 28 Jul 2015 12:34:38 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>MrBloodworth</dc:creator>
        <guid isPermaLink="false">154@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[Greetings, I recently purchased your tool and have been rather pleased with everything so far, except one area. I'm not sure if this is me, or the tool.<br /><br />
Situation: I want to bake a normal map from a high poly model to a low poly one.<br /><br /><img src="https://dl.dropboxusercontent.com/u/1725660/ModelShots/Render_two_01.jpg" alt="Render_two_01.jpg" /><br /><br /><img src="https://dl.dropboxusercontent.com/u/1725660/ModelShots/Render_two_01_Wire.jpg" alt="Render_two_01_Wire.jpg" /><br />
[align=center][size=small]<i>[size=small]The above images are rendered in lightwave, exported FBX are Triangulated on export.[/size]</i>[/size][/align]<br /><br />
I use lightwave 3d9 as my modeling application, all models are exported to FBX for use in Shader map 3. The high poly model was created using subdivision modeling in lightwave, and the resulting geometry was frozen before export.<br /><br /><span data-youtube="youtube-ckOTl2GcS-E?autoplay=1"><a rel="nofollow" href="https://www.youtube.com/watch?v=ckOTl2GcS-E"><img src="https://img.youtube.com/vi/ckOTl2GcS-E/0.jpg" width="640" height="385" border="0" alt="image" /></a></span><br /><br />
As per this video: <span data-youtube="youtube-6EUExTBnpd0?autoplay=1"><a rel="nofollow" href="https://www.youtube.com/watch?v=6EUExTBnpd0"><img src="https://img.youtube.com/vi/6EUExTBnpd0/0.jpg" width="640" height="385" border="0" alt="image" /></a></span><br /><br />
First thing I noticed, if the low poly cage is not "water tight" ( IE: No intersecting geometry ) the push tool has different weight influence on the cage model, causing parts/verts to move at non uniform rates.<br /><br /><img src="https://dl.dropboxusercontent.com/u/1725660/ModelShots/Shadermap_Inter.jpg" alt="Shadermap_Inter.jpg" /><br /><br />
One I realized this and witnessed the behavior, I remodeled my low-poly "cage" model to be "water tight". This improved the push tools effect, but not in the "width" direction. I tried the scale tool, however, even with matching pivot points ( 0.0.0 ) the scaling does not really work for a non uniform object, and did make the object larger, but also offset it based on the pivot point. Not very workable for a asymmetrical object.<br /><br />
The next thing I tried, with out reverence to the depth of the high-poly shape that I wanted to bake ( I just wanted a clean bake at this point ). I rescaled each part of the high model to be smaller then my cage model. It was the only way I could think of the ensure the high poly was smaller, or fit inside, of the low-poly model.<br /><br /><img src="https://dl.dropboxusercontent.com/u/1725660/ModelShots/Rescale.jpg" alt="Rescale.jpg" /><br /><br />
[align=center]<i>[size=small]High-poly model rescaled to fit inside the low-poly model.<br /><br />
[/size]</i><br />
[align=left]The Resulting bakes gave some undesirable results.<br /><br /><img src="https://dl.dropboxusercontent.com/u/1725660/ModelShots/UV_Layout.jpg" alt="UV_Layout.jpg" /><br /><br /><img src="https://dl.dropboxusercontent.com/u/1725660/ModelShots/NormalBake_Resize.jpg" alt="NormalBake_Resize.jpg" /><br />
[/align]<br /><br /><br />
[align=left]As you can see, the results are not what you would expect from the setup. All areas are fitting in Shadermap with a bit of the blade going beyond the cage model bounds, I expected issues in that area. But the other areas I expected clean bakes as shown in your video.<br /><br />
Note: I also noticed that , at-least in this case, the push tool adds distortion to the resulting normal bake based on distance from the two objects.<br /><br />
I'm not sure what I am doing wrong, or how I can improve the situation. At this point I am a bit stumped.<br /><br />
Please advise. Thank you for your time. If you need more details, or perhaps the files, please let me know.<br />
[/align]<br />
[/align]]]>
        </description>
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        <title>Crash / Hangs when Loading Model without Normals</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/166/crash-hangs-when-loading-model-without-normals</link>
        <pubDate>Mon, 05 Oct 2015 17:42:48 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>hellborn</dc:creator>
        <guid isPermaLink="false">166@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[Hi.<br />
I have problem loading models from zBrush.<br />
On load i get information about No Normals (zBrush don't seem to save normal) and when I continue it takes very long time for model to load or it all hangs.<br /><br />
The low res cage tok some 5 minutes to load and the hi res had still not loaded after 30 minutes, not even after decimating it down from 4.000.000 polygons to 800.000 polygons.<br /><br /><br /><br />
Is it some limitations or possibly a bug that's the reason for this problem?]]>
        </description>
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    <item>
        <title>Crashing, Whats the Maximum Texture Size?</title>
        <link>https://rendering.systems/forums/index.php?p=/discussion/165/crashing-whats-the-maximum-texture-size</link>
        <pubDate>Tue, 29 Sep 2015 13:22:38 +0000</pubDate>
        <category>ShaderMap Legacy</category>
        <dc:creator>hellborn</dc:creator>
        <guid isPermaLink="false">165@/forums/index.php?p=/discussions</guid>
        <description><![CDATA[Hi.<br />
I'm evaluating Shadermap (3.0.5 Demo) and so far I have not managed to load any 8k textures as program crashes when I try to load one.<br /><br />
I'm running Windows 7 and have 32Gb RAM 4Gb VRAM and Shadermap was only program running.<br /><br /><br /><br />
Found this in eventlog if it helps in any way:<br /><br />
Faulting application name: ShaderMapDemo.exe, version: 3.0.5.0, time stamp: 0x55f1f743<br />
Faulting module name: DevIL.dll, version: 0.0.0.0, time stamp: 0x533ddbcd<br />
Exception code: 0xc0000005<br />
Fault offset: 0x000000000000545c<br />
Faulting process id: 0x18c8<br />
Faulting application start time: 0x01d0fad914d0a0b1<br />
Faulting application path: C:\Program Files\ShaderMap 3 DEMO\bin\ShaderMapDemo.exe<br />
Faulting module path: C:\Program Files\ShaderMap 3 DEMO\bin\DevIL.dll<br />
Report Id: 85f8d945-66cc-11e5-8167-005056c00008]]>
        </description>
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