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karonte

Forum Replies Created

Viewing 6 posts - 31 through 36 (of 36 total)
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  • in reply to: help setup material in 3dsmax/painter #27974
    karonte
    Customer

    Perfect “ALL” channel to 1 was the right way ( I used only Normal to 1 until now as in my render engines). It seems very close now. The only difference that I feel, is the “specular” look. It seems that Verge boost specularity. So I mixed to 0.5 the black with the AO used for reflection color.I know that this is not “physical” but it’s the only way I found to get close to painter.

    MR

    in reply to: help setup material in 3dsmax/painter #27968
    karonte
    Customer

    thanks. yes of course I always use 1 for Normal. I will try also for other maps. Any other specific parameter in verge? gltf2 has to be checked?
    Thanks.

    MR

    in reply to: Different UVmap values in material? #15684
    karonte
    Customer

    yes! it works!. thanks

    MR

    in reply to: Tutorial on Google Web Designer #11979
    karonte
    Customer

    Thanks for Sharing! it could be useful to have more advanced HTML tutorial for more complex interfaces. thanks again

    MR

    in reply to: AO slot #11573
    karonte
    Customer

    YESS IT WORKS!! I thought that 3dsmax materials are “baked” AO+Diffuse. With your trick, I can do what I want… but, what about performance? Here I have 2 materials blended with textures and not 1 material with an Ao texture(as my previous screenshot from Unity). Anyway, this can help for now. Many thanks.

    MR

    in reply to: AO slot #11553
    karonte
    Customer

    Thanks for the quick answer!
    It’a compositing…ok. But it’s not what i would like…I thought there was an AO channel …:(

    AO channel is important because if I want, for example, to change Albedo(color or texture) “realtime” by code, the AO channel will remain the same. Like standard PBR materials in substance, unity( in attachment), ec… Can i Put AO with code?

    MR

Viewing 6 posts - 31 through 36 (of 36 total)