RSI

About

Username
RSI
Joined
Visits
1,593
Last Active
Roles
Administrators

Comments

  • Development of UI scaling has started.. Just going to keep posting updates here to help motivate me through this arduous process. Currently have a lot of the structure in place for communicating to all UI elements their expected scale. Fonts are …
    in Feature: UI Scaling Comment by RSI May 6
  • Hi Phil, This needs to be done next. I am making it a priority. It will be the last feature added before I move on to SM5 development. SM 4.3.6 will be released soon to fix an issue with accessing user directories then I'm focused on scaling. …
  • HAHA! Your reaction is worth all the effort Glad you were able to get it working. I am going to add a ShaderMap option to define an alternate Documents path for ShaderMap. If someone else runs into this problem, then it can be resolved quickl…
  • Try to reboot your computer and see if that works. If it doesn't work, try to Right Click on the Documents folder again and see if the Location tab is now available. If so, Reset to Default and press OK. This is such a strange situation. I am …
  • In checking the registry, the Personal Key, has a wrong value. It shows the drive letter that has been replaced, as its the one that failed. First make sure you know where your Documents folder is located on the hard drive. You can find it i…
  • Another thing you can try is to make sure that the User Documents folder is setup correctly in the registry. Navigate to "This PC" in the Explorer window and you will see the Document folder. * Right Click the Documents Folder and select "Pr…
  • Thanks for trying that Gary, Next I'd like you to download and install both Microsoft Visual C++ runtimes from the links below. Try to run ShaderMap again. You may need to restart your system after installing the runtimes. * https://shaderma…
  • Locate the following file on your system: "C:\Program Files\ShaderMap 4\res\xml\default_filename_overrides.xml" Copy it to the following directory: "C:\Users\USER NAME\Documents\ShaderMap\SM4_3" If that directory doesn't exist then pleas…
  • An update - The bug has been fixed and will be released in ShaderMap 4.3.5 later this month. The issue was affecting any map node with non map type parents.
  • Thanks for reporting this issue. I was able to replicate the bug and will add it to the critical bug list and will release a fix in the next release. ** Upon further investigation it appears this might be affecting all maps generated from 3D M…
  • Hi emrex, There isn't currently a way to resample images before ShaderMap saves them to file. I would recommend saving the files in a lossless format then use an auto-resize application to scale and convert to JPEG. You should be able to find …
  • I found the offending property. The Auto Edge parameter in the Displacement Map is causing the problems. Auto Edge uses a series of accumulative blurs which are done in Image Space and not aware of UV edges. Setting Auto Edge to 0 (Zero) removed …
  • Can you please share this most recent Albedo map and model with ShaderMap project?
  • Have you ensured that islands are not flipped horizontally? That might also cause variation of normals where islands share edges.
  • If I had to guess, this is caused by the differing orientation of texture islands that share a seam. See the image below. The islands that share the UV seam are rotated to different angles. The Normal from Displacement map uses height gradients to g…
  • I will have a look at this soon and get back to you
  • Hi Richard, If the model is assigned UDIM sections then you should be able to access those UV sets by selecting any map that uses a 3D Model as an input. In the map properties you will see a check box to enable UDIM and then a UDIM id input box. …
  • Amazing work! Thanks for sharing
  • You could use a Shadow / Highlight filter, normalize filter, etc (filter tab on the right of the map properties). You could also use the Input Filter (colored numbers above the map properties) to adjust darker or brighter color areas of the map. …
  • Ah.. I think I understand now. 3D Models are made of a list of of vertices and triangles (or quads) that connect these vertices. Each vertex should have a position, a normal vector (how light bounces off of it), and a pair of UV texture coordinat…
  • "Is the main purpose of this program to create all maps (Normal, etc.) except Albedo/Diffuse?" The simple answer is yes. Generally speaking, ShaderMap is used to generate maps from existing maps. Generating Albedo is only supported in the…
  • Hi Mustang, Looks like you want to use the Channel Mixer to setup the ARM map then save it as a Template for quick use with other Source Textures. -- Create a PBR project from your Color Texture at the Start Screen. Remove any maps that you…
  • Yes I can contact you via your signup info. Thanks for offering your help for testing.
  • I will add your requests to the features list. That's about all I can do for now. Do you mind if I contact you for testing when this feature needs testing?
  • Is it possible to make a custom material or start with a blank template? Yes, you would need to create and program an XML shader file as shown in the ShaderMap SDK. You might start with the file "C:\Program Files\ShaderMap 4\plugins\mater…
  • You can learn more about DXT compression here: http://wiki.polycount.com/wiki/DXT DXT5 became Block Compression 3 (BC3) in DirectX 10.
  • Hi Vanblam, Have you set the Tile Mode on the source map? Select the source rock texture. Under the Project Grid are the map properties. Set the Tile property to "On XY". This will tell all maps generated from the source map to use seamless ge…
  • Adding a Bent Normals map plugin is a good idea, adding it to the list. As for BC5 Compression, I will look into adding it. All the best, Neil
  • I am glad you figured it all out.
  • I would start by loading up one of your scans in ShaderMap and generating PBR materials. From the Start Screen you can select Mode: PBR and then load one of your tiles as a Color Image. Try adjusting the Metalness and Roughness map intensities un…