Jump to content
3DCoat Forums

Carlosan

Custodian
  • Posts

    26,037
  • Joined

  • Last visited

Posts posted by Carlosan

  1. Changing the Color Space RGB of the Normal Map from Default to Linear fixed the issue in the corrupt scene. But what is strange is that in the other scene, it's set on Default and works. Weird.

     

    After investigating a little further, I noticed that the color spaces for each scene are totally different. I've never messed with the Color Space settings before.

     

    post-10142-0-18666500-1419438566_thumb.p

     

    Well, glad it looks as solved.

    • Like 1
  2. I meant the file format (.hdr), not HDR as in High Dynamic Range. Probably I shouldn't use the caps.

    For now if I want to load it into 3D-Coat, I need to manually convert it to .exr first.

    Most of HDR environment maps on the Internet usually come as .hdr files, and majority of software supports this format. Hence my question.

    It's not a big deal, just something that would be nice to have.

     

    The Radiance format (.hdr) is actually just a standard 24-bit image, with an additional 8 bits worth of brightness data per pixel. So you have the standard RGB between 0 and 255, and then an additional channel going between 0 and 255. All the RGB channels are then multiplied by the forth channel, so each pixel is somewhere between 0 and 65,025. This means that the brightest pixel in an image will be no more than 65,025 times brighter than the darkest non-black pixel. However, the big problem with Radiance is that a single pixel has the same amount of color fidelity as in a regular 24-bit image (like a JPEG or PNG). If you have a pixel where the red component is 65,025 (255 times 255), the green and blue components can be either zero or 255 (or higher), nothing inbetween. With OpenEXR, this is not the case.

    Also, a 32-bit floating point image has four billion brightness levels. With all three color channels, that makes for a grand total of almost 80,000,000,000,000,000,000,000,000,000 different colors. (That's an eight followed by 28 zeroes.)

    SOURCE

  3. It would be nice if Blender didn't recalc the normals when edit mode is activated. Blender doesnt support custom/edited vertex nomals AT ALL at the moment and constantly recalculates all vertex and face normals using its own algorithm, so: the normals are imported and then Blender just overwrites them with its own calculations.

     

    Info related:

     

    [Addon] Recalc Vertex Normals

     

    Modified OBJ Importer for Custom Vertex Normals

     

    Could be the LWO import-export project a solution ? i duno. May be i will try it later.

  4. Yes i was reading your post

     

    there is 2 reply

    Do you tested this solutions in your project ?

    Will be nice to know the result after it

     

    Are you using color-space conversion?

    Did you disabled color-space conversion on normal map image file?
    It looks too bright to me = it has been passed through color-space converting routine..

     

    Yes, I'm wondering if you just need to make sure it's set to Linear in the image properties, could it be that simple?

     
  5. I remember some troubles when you edit any object inside Blender -the normals are automatically recalculated-

     

    Duno how to help with this task

     

    you tried asking at Blender forum ?

     

    -----------------

    free alternatives -i duno if this app can help-

     

    Wings3D

    http://www.wings3d.com/

     

    Hexagon

    http://www.daz3d.com/products/hexagon/hexagon-what-is-hexagon/

     

    DAz Studio

    http://www.daz3d.com/products/daz-studio/daz-studio-what-is-daz-studio

     

    VoidWorld free version

    http://voidworld.cmcproductions.co.uk/index.php?topic=1320.0

×
×
  • Create New...