RSI

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RSI
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  • The RMA texture requires roughness, metalness and ambient occlusion in the Red, Green and Blue channels. When using RMAD (roughness, metal, AO, displacement) they go in the Red, Green, Blue and Alpha channels respectively.
  • Hi Sam, You can control which maps are loaded into what channels by double clicking any of the embedded map icons in the RMA node (which is actually a blank node with 3 maps embedded). You can also hold the SHIFT key and drag-and-drop any map …
  • Often you should try to use photos that are evenly lit for textures. I get that it's not always possible to do so. This example has a couple of problems that make tiling it a pain. First there are some dark areas around the corners and secondly ther…
  • Hi davide445, It looks like you need to balance out the brightness (luminosity) across the image. You should be able to do that with your image editor. Or you could bring the image into ShaderMap (once you have tiled it) as a Color Map and apply …
  • Specular maps are a grayscale image. Black would mean that there is no specular at all and white would mean that there is maximum specular. I'm not exactly sure how the Daz3D renderer handles specular maps at the moment. You could try applying a thr…
  • Hi wireframeX, At the moment, there is no way to change font sizes. Development of SM 4.3 is underway, UI scaling is planned for version 4.4. All the best, Neil
    in Screen Size Support Comment by RSI May 7
  • Hi lolatbob, I don't think that is the intended behavior, so you might have found a bug. I'll investigate what is causing this and (most likely) get it working in the next update. Thanks for bringing this to my attention. Best, Neil
  • Thanks for your additional input. Identifying the maps in the Chanel Mixer is a good idea. As far as the mouse over tool-tip popup... you might have found a bug. For some reason the maps aren't always displaying their name when they should be. Be…
  • Glad you were able to get the seams fixed. You can set the default tile mode in the options (for all source maps) under: Options -> Maps / Project -> Default Source Map Tile Mode Hope this makes things easier for you. Best regards,…
  • Hi davide445, Welcome to the ShaderMap support forums. For the moment, you can identify an individual map by clicking on it, at the top of the map properties (below the project grid) you will see the name of the map / node. I like your sugg…
  • Hi TheWizardLord, Firstly, the provided source image (rock texture) doesn't appear to be tileable. ShaderMap won't produce tileable images but can work with existing tileable images. When working with tileable images, Select the Source Map in …
  • 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 progres…
  • 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. Thanks, Neil
  • 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. https://rendering.systems/forums/discussion/289/remove-gradient-from-light-scan-normals
  • 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 individually…
  • 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 color ima…
  • 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 support for batch p…
  • 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 Map from…
  • 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 possible …
  • 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 to the model…
  • 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. I w…
    in Multithreading Comment by RSI March 1
  • 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) th…
  • 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 28
  • 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. Be…
  • 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 Metallic Ma…
  • Thought you should know that version 4.2 is available and includes new Diffuse to Specular maps.
    in Specular Maps Comment by RSI February 1
  • ShaderMap 4.2.2 is now available. I've updated the Templates to include the requested conversions (1). Learn more about each conversion at: shadermap.com/docs/_pbr_conversion_templates.html