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Comments
sharpness does effect it as a whole but the face still renders as blurry it seams to bake and not be blurry it just renders blurry also i have not tried it with a figure only with obj exports
i actually created my own uv where all the skin is unified in the same uv map it still renders the face blurry even though its not even separated
That is weird.
If it is only blurry when you bake it, apply that baked map and then render, then it is probably because the pixel density is different between those portions of the UV that are rendering differently.
To solve that you'd need to bake the parts rendering blurry at a higher resolution or change the UV mapping to give that section more space in the UV map.
that is correct also i have been playing and it blurs procedurals (enhance c tiles) added under tryplanner as well and again only on the face but bake with no blur
also using triplanner as bump do not bake at all as a mad or as a normal with bump checked
I really just want to give you as much info as i can for you to fix if you want to i can bake everything i'm good (they just all have to be the color map)
I'm sending both original uv's and new uv (just skin)
my uv https://www.dropbox.com/s/s227tvi4ao24bdc/G8_full_carscale_sKIN2.OBJ?dl=0
daz uv https://www.dropbox.com/s/21xk1ikldp8awvm/G8_full_carscale_sKIN.OBJ?dl=0
I can see the problem now.
The UV between the face and the rest of the body is very disparate.
The triplanar projection is dependent on Carrara for resolution. Carrara requests a position and the projection answers.
It seems the density of Carrara requests is somehow dependent on UV density. On a lower density UV, Carrara makes fewer requests and interpolates the result.
On this render with low density, the face is far more blurred than the body.
On this render with high density (object accuracy set to 0.5), the blur is not so obvious.
It seems to be specific to texture mapping.
if you use a procedural 2D shader such as brick, it doesn't happen:
Using Summed Area Table as interpolation method improves the result a little
Just a note. If you don't need those very dissimilar UV causing problem, just get rid of them.
Adding a box projection on top of the triplanar, the issue just disappear:
Awesome good to know
Fabulous tool for easy texturing using an image map, Philemot - thanks. I've never used it before today...
Triplanar procedural used on the pipe's outside using a simple perlin noise image
The pipe is a simple model created in Carrara's Model room... as you can see
That's totally tubular
I found this plugin whilst trying to find the one that will place objects on a mesh and I think Vyusur made a brush with it - but I can't for the life of me remember who made it or what it's called. It's not surface replicator... something else...
anything grows?
http://www.digitalcarversguild.com/plugin.php?ProductId=5
Nope this one placed an object on each face of a mesh - or was I dreaming??? Anything grows is certainly worth a try ... Thanks
Sparrowhawke's Duplicate On
Fantastic! Stezza I'll give that a whirl...
this plugin can let me use pbr tree bark on generated trees?
Sure. But you can already do that. Look at how the bark shader works on my Woodlands trees, and then look at the map used. Carrara plant generation makes these things simple to do - like magic