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Barayase

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  1. I have made a request for a pattern generator and it appeared in this release! dont have words how great this is. have the 1.9 update for two days and already used the pattern multiple times, saving me time going back and forth between software testing, fixing. Any little time i can shave off from tedious tasks is much appreciated. Thanks to the entire team for great work! Cheers! Mariusz
  2. Much appreciated either way, understanding the steps gets me to my goal on whichever app and if takes a bit fiddling so be it. Many Thanks Mariusz
  3. Brilliant! Thank you this works great, can you tell me how you got maximum floating value whats your procedure. Small tip ror anyone using maya, you can convert the mid gray map using maya math nodes and move mid gray value of .5 to 0 by using aiAdd node with color management off, set RGB value to -0.5 now you can add displacement and however many bump maps you have together. With this and above procedure this can save lots of bake time! Thanks
  4. Hi Yes basically remapping the 0-1 float values is what im after, im including the original displacement textures. I cant get equation to work it may be that the float texture has information in R channel only. For texture work mid gray (value of .5) is mostly used with bump mapping anything above .5 value raises the surface anything below lowers it. Mid gray maps can also be used as displacement they aren't as accurate. They can be convenient because they can be stacked with overlay blending and just be more useful as a utility map. Float maps 0-1 there is not much you can do with them except displacement. They are dependent more on the real world scale of your objection in the scene, you have to increase the value a lot sometimes to see anything more than black. Sometimes i need a mid gray file for whatever texturing work which means baking a new version out in zbrush, big negative is this can take a really long time depending on how many maps there are and the size of them. Thank you for the help so far. Mariusz disp_original.zip
  5. Is there mathematical way in procedural texture plugin to convert float displacement out of zbrush to mid gray 16bit, or maybe a workflow in affinity photo? Im thinking the scale of the object also matters on texture displacement amount from zbrush would that also be a problem. Thanks Mariusz
  6. Well this is most welcome, a PBR workflow in a photo editor? I second UDIM workflow as well. What would specs for the graphics card be since apple is deprecating OpenGL and the state of 3d on a mac without nvidia complicates things, is this all metal what about pc then?
  7. Still getting 16 bit Tiff compression stepping Otherwise great release.
  8. I second the sentiment. Just downloaded 1.7.105 and am still getting 16 bit compression issues. Could we just have an option to disable compression, and also an option to remove one of the 'F's out of a TIFF, constantly have to rename extension for the 3d apps that won't recognize extension. on the left uncompressed alpha in zbrush, on the right unprocessed just exported 16 bit out of APhoto
  9. Request for an option (preferences choice) to change tiff extension to have only one 'f'. This is not a must of course, but its super annoying with zbrush, it doesn't see tiffs with two ffs, constantly renaming files is one more layer of tedium on a large project. I see this as zbrush problem but affinity folks are way more responsive to feature requests. Thanks Mariusz
  10. Thank you both Luminance denoise works quite well close to what i had in mind and gets almost there. Tried Dust and scratches also with darken mode to similar effect, both work well enough when zoomed out and quite usable. Some paint over may be unavoidable. What i meant the difference in tone between the skin and hair is very small for selections, its either too little or too much. unless you are doing small regions, the face goes into shadow and shifts in luminance so selections would be local, small, and take forever as this is for a single 3d character im trying to find the fastest route to the finish with this part of the process. Mariusz
  11. Attached pic is skin with peach fuzz, there is quite a bit of it over the face. Selection is difficult as its not that different in tone. Wondering if there is a way (without doing selections) to clamp (bring down) the the brightest pixels in that area, to somewhat match the skin value, seems simple but i can't figure this one out without darkening the whole thing. Thanks Mariusz
  12. Yes, i mentioned that. Im looking for far more control, speed. Doing rows of objects with changes in scale will take a while especially if you have to fit something exactly with specific offset, then you are doing and redoing over and over to get so things fit. it takes too long to get it right. I use it a lot in 3d and its very useful, can't imagine placing every tile on a roof by copy paste, and if i can use few different tiles to duplicate randomly at ones, things start to look realistic. With presets it becomes even more useful.
  13. A way to duplicate image/images with control over count, offset, transparency, size in xyz also those settings with option to randomize. Also, also with built in pattern presets. Maybe use several images to add randomness. This could be great for graphic design and texture creation where you need to dirty up your maps or create a collage or for painting trees or posts into the distance etc. Many case uses for this type of tool. Command+j is great for duplication along with the guides but too limited and it takes a lot of time to set these up and no option to replace the replicated source image, you have to start from scratch every time things don't line up, cleaning up layers... Nodal interface would be perfect for this, but hey one can always dream. Cheers!
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