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Set a standard for each project. eg1: each udim per 1 meter, texture size as 2048

  • In this case: 2048px per 100 unit
  • texel density (px/unit) : 2048/100 = 20.48
  • map size: 2048

if the standard is each udim is 5 meter, each udim is 2048

  • 2048px per 500 unit
  • texel desity (px/unit): 2048/500 = 4.096
  • map size: 2048

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[notes]Unreal Basics

basic scene template. To setup light/sky from a blank scene. from Learn UE cources website: Your First Hour with Unreal Engine

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https://community.foundry.com/discuss/topic/128167/error-baking-stack-anyone-run-into-this

according to the forum:

Preferences > GPU > Virtual Texture > Virtual Texture Size for Paint Bake

turn up the size

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reference: https://forum.corona-renderer.com/index.php?topic=11024.0

“dubcat” updated it with sample values from Corona 1.4 (2016-02-06 Daily), in case there have been ninja fixes.

Plastic = 2-5% reflectance = 1.3 – 1.6 IOR
Gemstones = 17% reflectance = 2.4 IOR

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armor fur update

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settings for color/diffuse/reflection
settings for roughness/glossiness/metallic/mask/normal/height

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sRGB 50 – 0.0196 float

sRGB 30 – 0.1176 float

sRGB 240 – 0.9412 float


in ACES (technically aces 32bit contain much bigger range . up to 0-16. But to avoid NaNs, better to keep it under the same rule)

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  • colormap: utility sRGB texture
  • scalar map: utility raw
  • HDR: utility linear sRGB

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BP21 hair

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Article / April 5,

Have you ever wondered what exactly the bit-depth options mean? And why some software packages just don’t seem to have the same options as others? Well, that’s what this blog post is about. The easiest way to explain bit-depth is that it defines how many substeps of brightness are stored in an image and over which range of brightness these are spread out. But to understand which option you should use in which scenario, we need to dive in a bit deeper.

Let’s start with 8-bit. It’s the bit depth typically used for online content or preview images as it provides a decent viewing experience, while not using more disk-space/bandwidth than is necessary. 8-bit has 256 substeps (per channel) and can store values ranging from 0.0 (black) to 1.0 (white). A gradient from black to white using 8-bit looks like this.

We pretty much can’t see any stepping or other issues, but if we were to make adjustments to this image, things would look quite different. Let’s say we have a displacement map and need to make it stronger as it was very weak originally. This is effectively the same as boosting the contrast of the texture.

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https://academy.substance3d.com/courses/understanding-the-fx-map-node/youtube-61TmAi7hoc0

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11:51 AM :

I have an issue: whenever I create a new substance graph. The preset template window is either fly off the screen or simply disappeared. I click anywhere in substance will have the window ping sound. I ‘ve tried reset UV but no success. How to fix it

  1. open regedit
  2. goto Computer\HKEY_CURRENT_USER\Software\Allegorithmic\Substance Designer\session
  3. delete the “dialogs” folder

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Vray update

BP21_34_1.png

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