RSI

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RSI
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  • This Displacement Map was generated from a 3D Model and an Auto Cage of type Square Plane. I'm afraid that ShaderMap won't create this level of displacement detail from a single Photograph. You could try using the Light Scan node to produce simil…
  • Hi bruoj, To add brushes to the library you want to use the Add Brush button in the Normal Map Editor. Here is an example of how I created an N Brush of a screw head. Basically you want to have a PNG of the screw head in both normal and di…
  • Hi. Thanks for your suggestion. Exporting material files from the Material Visualizer is on the list. I am hoping to export GLTF, SBS (Substance), and Unity in a future version. No time frame is yet assigned to this feature. All the best, Neil
  • Yeah, but it's a good feature to add. I've been wanting to do it for a while. I can start building it and keep it hidden from the interface, work on it over the next few months while also making the minor improvements I'd planned on.
  • Hi davide445, No news on SM5. I have decided to just keep working on improving SM4, for the time being. I'm hoping to get a new release every month or so with minor tweaks and improvements. If you have a specific request, just let me know. …
  • Version 4.2.4 has been released to fix this issue. Thanks again for bringing it to my attention. All the best, Neil
  • It looks like there is an issue with saving / loading / resetting property values. I will investigate this problem and issue a fix this coming week. Thanks for bringing this issue to my attention. All the best, Neil
  • Wow, look at that High Value in the Normal Map settings. Perhaps the saved property file has been corrupted. I recommend navigating to this folder: "C:\Users\ YOUR_USERNAME \AppData\Roaming\SM4_2\node_prop" This is where saved node property fi…
  • 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