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ludo_si

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Everything posted by ludo_si

  1. I don't think that it's an oversimplification. Patches 5 sides, I often and it is not easy to avoid. more Malo has shown that the problem may be on patch 4 points. and not only bake textures. But you're right, we must talk to bugreport yest thanks
  2. Hello, je suis dessus depuis plusieurs jours. Il y a vraiment un problème avec le rendu des bump. J'ai absolument tout essayé pour ce qui est de la méthode de projection d'image. qu'en penses tu?
  3. Thanks for your help. we can see that rendering with bump mapping is unusable.
  4. this is a real problem as it appears on almost everything I did today. With regular decals and bake too. Same displacement mapping have the problem with the rendering.
  5. Here is an example with normal map. It's the same but more visible And the texture is simple, the model too All the methode to get bump have the same problem. Bump, legacy bump and normal map. none works perfectly and even less with a bake texture
  6. yes but is the example flat? Here is two example with the same problem. always the bump have a bad rendering. The orange model have a cylindric decal. The rendering is final. I have always the problem in the final rendering. cylindric.zip
  7. There is really a problem with the bump mapping. here, I test with a texture projection without using bake texture and one notes that rendering is bad. bumpprob.zip
  8. The model is without probleme if i don't use bake decals. here it is the same model but with a projection of the texture. boublier2.zip
  9. In this image, it's more easy to undertand the problem of de direction of the normal with the 5.patch bouclier.zip
  10. I'm looking at your sample case. The problem seems to be on 5-point patches but not on all of the 5-point patch. It looks like part of the patch works right and part does not? I wonder if it's possible that one of the sub-patches that A:M creates to fill in 5-point patches has its normal reversed? Each side of the patch is divided into two. They meet in the middle. This creates 5 pieces in the patch. And the pieces do not always have the same direction of normal. It is a problem with the subdivision of the 5 point patch
  11. In this image, you can see that the problem is only with 5 point patch. Hook, 3 point patch and 4 point patch are alway correct.
  12. Here a sample of all type of bump in AM. There is the problème with all type of bump. And normal map don't know the direction of the normal. it is always different for every patch. Displacement mapping is not correct too with the rendering. This simple sphère si baked.
  13. It's very important. With this you can use al software painting and sculpting. Because uv is not a problem, you can use paint per pixel in 3dcoat, 3d painter, and why not blender to do sclupt. But baking and rendering should be correct. With thi we can work with all texture software.
  14. The Appearance is better than the bump, it is certain.
  15. Yes, absolutely. They all are in the same direction, towards outside. One can even note that gives the impression which the percentage of the bump is different for each patch. And with normal map, it is unusable. All this problem come from bake texture.
  16. Hello, I tried to put a bump mapping with bake texture to work in 3dpainter. And I also tried using a projection, with the projection, it is correct. you can see that if I use the bake, bump mapping is not correct rendering. we see al the coat of the patch with bake texture. Bake is for me very great to work with complex texture. And if i use normal map the problem is greater
  17. There is no sss o, the hat. Just velvet shader. Hi Ludo - what version A:M, platform? Rendering with multipass? (ON or OFF?) what is velvet shader? (show us the material? or is it a shader? - I don't see velvet as a choice for shader) Is the decal on hat just color map (with alpha)? Do you have a bump map on hat? At one time in vers 13? 14? there was a problem with rendering with materials, bump maps on the same surface and with either multipass ON or OFF (I forget which). Does problem still happen if you turn SSS OFF (in render settings)? We need more info about hat. Can you delete everything but hat and upload project? AM 17 Multipass on 9x9 Velvet is an option in specular render shader. I use oren Nayar too. Its a decal with alpha and bump map for the details on hat. SSS is turn off. I have change something in fake ao and now it's good
  18. There is no sss o, the hat. Just velvet shader.
  19. here a capture of the rendering in the window
  20. it's strange I lose details on the hat only to final rendering.
  21. I work with the texture. I think latcap usefull. Fakeao is very good too. I'm looking for sss too.
  22. Thanks : hello, comment ça va?
  23. A small project to train me a bit. I use fake matcap and fake ao and also skinshader. The wall is displacement mapping
  24. is it possible to say wat are the improvement of the uv editor? And how to use it?
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