Member probiner Posted January 7, 2015 Member Report Share Posted January 7, 2015 (edited) Seems to me that voxels paint doesn't show normal/height displacement and that pixel pain doesn't show reflections but just colored spec.Is this true? There's no way to see all channels at play yet? pixel pain does relief: http://prntscr.com/5pl5dn voxel paint does reflections: http://prntscr.com/5pl6pr (relief channel always empty) Can't have both though... -_-' Sorry if this is known, first time I tested 3DC PBR. Cheers Edited January 7, 2015 by probiner Quote Link to comment Share on other sites More sharing options...
Member probiner Posted January 7, 2015 Author Member Report Share Posted January 7, 2015 (edited) Micro poly displacement seems to be the only answer so far... http://prntscr.com/5pldp4 http://prntscr.com/5pllw7Not great for game models. Edited January 7, 2015 by probiner Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted January 7, 2015 Contributor Report Share Posted January 7, 2015 You could paint your fine details as high/normalmap in Paint Room after baking on your Lowpoly. It is not neccessary to do everything in your highpoly. Quote Link to comment Share on other sites More sharing options...
Member probiner Posted January 7, 2015 Author Member Report Share Posted January 7, 2015 Kind of defeats the purpose of applying all channels with one stroke. Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted January 7, 2015 Contributor Report Share Posted January 7, 2015 just load an environment map,per pixel painting reflectivity works fine. Depth painting in SF mode is on Andrew's to do list. Quote Link to comment Share on other sites More sharing options...
Member probiner Posted January 7, 2015 Author Member Report Share Posted January 7, 2015 I stand corrected. Voxels were being scaled and so the density made the material look different. Indeed reflections are working with pixel paint.I supposer SF mode is Voxels? If yes, ok I see, thanks. Quote Link to comment Share on other sites More sharing options...
Javis Posted January 7, 2015 Report Share Posted January 7, 2015 Surface mode is polygons, Voxel mode is voxels. Quote Link to comment Share on other sites More sharing options...
Member probiner Posted January 8, 2015 Author Member Report Share Posted January 8, 2015 (edited) Ah, ok, true,I though it used to be called Voxel Room But you're right, the tricky part is that Voxels are converted to Surface on the fly when you go to the paint room. Had no idea.Anyways, I was looking forward more for per pixel painting relief, since it captures details better than SF vertex paint.Plus I noticed that the cavity map generated for dense SF isn't that useful for PBR painting: http://prntscr.com/5ptv1sThanks just load an environment map,per pixel painting reflectivity works fine. Where do I actually load these maps by the way?Thanks Edited January 8, 2015 by probiner Quote Link to comment Share on other sites More sharing options...
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