RSI

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RSI
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  • 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…
  • Hi mattmostsinger, That error means that ShaderMap lost the display driver and wasn't able to recover from losing it. It is strange that the second user is able to use the program without that error. * I would try re-installing your graphics…
  • Hi Tim, You can batch process those maps by doing the following: * Create a project with ShaderMap using one of the jpeg textures in your set. * Modify the settings to your liking. * Ensure all nodes (maps you want saved) have a save file …
    in Batch Mode Comment by RSI March 2020
  • It looks like, in most instances, the system doesn't scan for %source_filename% when used in the output directory attribute. I've added this to the bug list and it should be fixed in the next update. Planning on early April for the next update. T…
  • I've been able to replicate your artifact bug. It seems like the Push Tool isn't positioning the polygons in a way that produces clean paths for the projection vectors. I have flagged this for further investigation. I recommend that you try the foll…
  • Excellent, thank you. I have received the model files and will investigate and report back. It is okay that you exported FBX without tangents and binormals, ShaderMap generates those on import.
  • Hi bruoj, That is strange. I wonder if its an artifact of the 3d visualizer or if the artifact is baked into the resulting normal map. If you can please provide me with a download link to the high and low poly models, I can debug what is happenin…
  • ShaderMap includes the ability to export projects as template files. Templates allow the user to re-use projects with alternate source nodes. Can you describe in detail the workflow you are hoping to achieve? Does it utilize the template project …
    in Templates Comment by RSI March 2020
  • Thanks for bringing that to my attention. I've added the bug to the list.