RSI

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RSI
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  • Hi, It looks like the DirectX Web Setup sometimes throws this error. Very weird. Try using the full installer here: https://shadermap.com/_directx/directx_aug2009_redist.exe If that works without issue I may replace that as the main setup pack…
  • You can increase the number of cells in the Project Grid using the controls shown above.
  • You could try baking the model on a flat plane to render normal and displacement maps. Then use a material that supports displacement to give the blinds depth when rendering. The second default material in ShaderMap is displacement. Just drag it on …
  • I've updated the installer program and the local download configuration to use Rendering Systems controlled delivery. Please try to download ShaderMap again and let me know how it works. https://shadermap.com/downloads/_software.php?v=4 All th…
  • I am able to access the download of ShaderMap through two different IP locations. ShaderMap installer files are hosted on MediaFire, a cloud hosting platform. I wonder if this is being blocked somehow on your end. I've been meaning to move the ho…
  • Thanks for letting me know, I’ll test and get back to you asap
  • Hi Gregory, * Yes create your seamless image in Photoshop or other external program. Then load it from the Start page of ShaderMap as a Color Map (or Displacement Map if that is what you are using as source). This will generate a project for yo…
  • There are currently no save formats for grayscale, all are RGB or RGBA. I will add this to the list but at the moment, you will need to convert those externally.
  • Version 4.3.3 is now available with the fix for your issue. Thanks again for notifying me of this. Best regards, Neil
  • I found the bug. I'm currently rebuilding the installer with the fix. Thanks for bringing this to my attention.
  • Hi Sanne, Just an update on this. I have decided to add an actual glass material to ShaderMap rather than add alpha transparency to each PBR material. This process is going to take longer than expected. I'll need to change the rendering pipeline …
  • Just an update. It looks like the next release (with the bug fix) will be available on or before Monday, September 9th Tuesday - September 10th 2019. Thanks for your patience.
  • Hi Sanne, At the moment you will need to control transparency using the alpha channel of the diffuse map. For glass, you might try a black diffuse texture with the desired transparency set in the alpha channel. I will add a transparency slider to…
    in Glass Materials Comment by RSI August 29
  • I've been able to replicate the bug. It looks like the problem also exists on the metalness map. I'll update the plugins and issue a patch release in the next couple of days. Thanks for bringing this to my attention.
  • That is strange, I'll investigate and get back with you.
  • 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