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probiner

Is there a trade of with voxels and pixel paint when it comes to PBR?

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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 by probiner

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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.

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just load an environment map,per pixel painting reflectivity works fine.

Depth painting in SF mode is on Andrew's to do list.

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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.

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Surface mode is polygons, Voxel mode is voxels.

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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/5ptv1s

Thanks

 

 

just load an environment map,per pixel painting reflectivity works fine.

Where do I actually load these maps by the way?
Thanks

Edited by probiner

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