that's actually easySimonWM wrote:I've connected the normal map to the torso but I don't think my normal maps are doing anything. The mesh looks exactly as it did before plus cranking up the power to 1 doesn't shows a difference.
Eye Reflections and Normal displacement
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Thanks again T3. Now after changing from floatimage to image the veins are visible but they look kind of just painted, I cannot see much, if any, depth. I've left the button next to power as "floattexture".t_3 wrote:that's actually easySimonWM wrote:I've connected the normal map to the torso but I don't think my normal maps are doing anything. The mesh looks exactly as it did before plus cranking up the power to 1 doesn't shows a difference.normal maps need to be color (aka "image") nodes - i can see, you have used the import function... if it imports normal maps as grayscale, this is a small bug of course; just switch the node type from floatimage to image - it'll keep the map...
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power as floattexture is ok. it means it'll just control the strenght; using i.e. rgbspecturm would in fact colorize the map by the power node.SimonWM wrote:Thanks again T3. Now after changing from floatimage to image the veins are visible but they look kind of just painted, I cannot see much, if any, depth. I've left the button next to power as "floattexture".
ok; now, apparently the normal map does not provide enough depth info (=~color contrast); what you can try:
- look if you get more depth by changing the map gamma (in the image node);
- add a multiply node and connect the output of the image map to both inputs - this will enhance the contrast
- maybe play with both, or even add additional multiply nodes
- edit the map with an image editor of you choice (most probably the best way to get along)...
„The obvious is that which is never seen until someone expresses it simply ‟
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I might be doing something wrong. The Multiply node got rid of the veins or made them much faded.t_3 wrote: - add a multiply node and connect the output of the image map to both inputs - this will enhance the contrast
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sorry, the multiply node was just guessing - in theory multiplying an image with itself should raise color contrast - hope you got it in the meanwhile (i.e. edting the normal map outside octane).SimonWM wrote:I might be doing something wrong. The Multiply node got rid of the veins or made them much faded.
btw, i have add a texture preview option to my todo list - currently it is obviously a bit hard to judge how a mapping node (or a chain of them) will affect a texture, since one can't see the result but in the rendering. having a texture preview will allow to see the result at any point of the chain...
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Hello, I'm facing the same issue for the eyes, and i'm not go in deep searching. Could you tell me the simple way to have fake reflection ? and what to filter or not for V4 ? Ok and V5 also.t_3 wrote:normally, the normal map (lol) should go into the normal pin (lol, again) of the sclera material... maybe post a screenshot of the nge view (right hand pane), how this currently looks.'SimonWM wrote:WOOHOO!! That took care of the eyes finally!!! Thank you!!! Now I need to know how to have the normal maps show the veins in the body cause it is not showing up.
note: octane uses only normal OR bump map; if both is applied only the normal map is used; to have both, a mix material would be needed...
Thanks
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if you take out "eyesurface" (v4 only) and "cornea" out of the filter, it will most probably get you those - still it depends on how the daz material is actually built; i have tested it with a bunch of different sets on genesis, and got fake reflections right away with only auto mats...itou31 wrote:Hello, I'm facing the same issue for the eyes, and i'm not go in deep searching. Could you tell me the simple way to have fake reflection ? and what to filter or not for V4 ? Ok and V5 also.
Thanks
„The obvious is that which is never seen until someone expresses it simply ‟
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Hi t_3,
Thanks, I recheck this filter with new figure and it works (V4 and V5). I loaded my previous figure, reload, but nothing. In fact material have changed and saved, so I think that I will remap in DS and reload again. will test tonight.
Ah, and waiting for the 1.13 integration (for sun size to make shadows softer)...
Thanks, I recheck this filter with new figure and it works (V4 and V5). I loaded my previous figure, reload, but nothing. In fact material have changed and saved, so I think that I will remap in DS and reload again. will test tonight.
Ah, and waiting for the 1.13 integration (for sun size to make shadows softer)...
I7-3930K 64Go RAM Win8.1pro , main 3 titans + 780Ti
Xeon 2696V3 64Go RAM Win8.1/win10/win7, 2x 1080Ti + 3x 980Ti + 2x Titan Black
Xeon 2696V3 64Go RAM Win8.1/win10/win7, 2x 1080Ti + 3x 980Ti + 2x Titan Black
Uh? Sorry, I thought I had replied to this post last night, I hit reply and left. seems like the forum didn't take my message. Anyways I'm glad T_3 answered your question.itou31 wrote:Hello, I'm facing the same issue for the eyes, and i'm not go in deep searching. Could you tell me the simple way to have fake reflection ? and what to filter or not for V4 ? Ok and V5 also.t_3 wrote:normally, the normal map (lol) should go into the normal pin (lol, again) of the sclera material... maybe post a screenshot of the nge view (right hand pane), how this currently looks.'SimonWM wrote:WOOHOO!! That took care of the eyes finally!!! Thank you!!! Now I need to know how to have the normal maps show the veins in the body cause it is not showing up.
note: octane uses only normal OR bump map; if both is applied only the normal map is used; to have both, a mix material would be needed...
Thanks
32 GB of RAM, Sabertooth x79,Intel Crest 180 GB SSD system drive, WD Caviar Black 1TB, i7 3930K CPU,
CoolerMaster Haf 912, CPU Cooler Master Evo fan, Windows 7 Pro SP2, Corsair AX1200 PSU, EVGA GTX 580 3GB Classified Ultra, EVGA GTX 580 3GB Classified
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