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Marmoset hexels import image as pixels
Marmoset hexels import image as pixels




Only have zbrush at the moment so I painted the masks in polypaint layers, converted to texture and exported. Loving this new tool so far! Decided to start with a small project to suss out the workflow (Wood base is the default quixel wood). Import 3: piece "C" wich was newly created for this import gets attached to "A"Īltough when I import the obj back in max it's the same, so I'll probably have to figure out what is going wrong there (they are not attached, so must be max doing something weird). Import 2: piece "B" doesn't exist anymore, and now "A" is fine. Import 1: I have piece "A" that gets attached to piece "B" when importing. (wich wouldn't be a problem normally, but they need different materials.) Last one is that I have completely seperate pieces in the highpoly, but it's bringing them in as 1 piece. Is there also a way to have bloom applied to only objects with emissive/heat or have some sort of treshold, as it currently is, even trying to get a slight bloom effect on those parts immediatly blooms up the whole image.Īnd something else that is currently happening, one of my camera's is stuck in the scene management window, and I can't move it or add to any groups. This is also visible in the viewport and in screenhots with & without transparency. (turn either off these off fixes it) I get these transparent pixels.Īlso getting this bug with tesselation/displacement when lowering the fov and viewing the object straight on. I have seen this before in the thread, but can't immediatly find it back if there is a solution, but when I capture an image with transparency and DOF enabled. The outline in alpha channel is a known issue, but we’re not exactly sure what causes it. Heres a link to the scene+textures as well: diving helmet content I outlined this method a couple pages back: This should avoid the problems with dithered blending and specular. You can also set up a double mesh material, with dithered blend for the diffuse, and add blend for the specular content. The dithered blend mode may look noisy in the viewport, however it renders out much smoother, and you can export and even larger image and reduce the size in photoshop to further smooth the noise. TB2 does not currenty support traditional alpha blending, alpha blending in real time renderers has a lot of problems (sorting being the biggest) and there are some technical reasons why it is very difficult to impliment into TB2. Though, the floor system itself will not solve your blending issues.

marmoset hexels import image as pixels

The floor system will likely be added back in at some point, I think it’s on the todo list here. I've also noticed that when you render out images with transparency on, the images slightly leave a white outline around the mesh. Is there a chance that the floor option from TB1 will return? Making a plane with the current alpha options in TB2 leaves a lot of grain and doesn't work well with specular or gloss.






Marmoset hexels import image as pixels