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NiallTracey

12
Posts
2
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A member registered Jun 06, 2020

Recent community posts

I just started playing with ambient occlusion, and I was suprised to find that the sphere interprets black as 100% ambient occlusion, but the cube, plane and cylinder all treat white as 100% ambient occlusion. (As far as I can see. Maybe I'm missing something.)

Maybe so, but the sphere ain't great when your lesson is built around brick walls and tiled roofs.... ;-)

Actually... talking nonsense. That's just normals. Feeling stupid now.

Actually, just tried the cube again and it's working now. Odd.

Other bug: the "tile" node seems to have its rows and columns inverted, so the column parameter changes the number of rows and vice versa.

Just came to the site to see if there was an update and wasn't disappointed!
I'm going to be using TextureLab to demonstrate note-based dataflow and introduce texture mapping to my first year CS students in a couple of weeks' time, so the release timing couldn't be better.

Unfortunately there's a teeny-weeny little bug: the cube model in the preview window doesn't appear to have height maps applied.

Not a show-stopper for me, as I can have my students use the plane instead, but hopefully something that isn't too hard to fix.

Not at all. It's just a matter of parsing a file, and that's entirely doable in UE.

I'm guessing this was written in an environment that doesn't support Android, hence the lack of Go and Quest versions...?

Also, is there no way to import files from my old CD-ROM copy of Wolfenstein 3D so that I can play the whole thing...?

I can't let you do that, Dave...

"Maintain control to move links from one output from one node to another "

I think he means this

Right now, you can only drag from inputs to outputs and vice-versa. But what about dragging from one output to another, and moving all links simultaneously?

Imagine, for example, making a detailed set of floor or wall tiles using the brick generator. The brick generator feeds into the height map, a colorize node for the brick colour, an invert node so you can extract the mortar for colorizing it, a mask or two to allow the adding of noise to height and colour etc etc.

Now you want to make tiles made of identical material, but in a different shape, so you drag in a hexagon node. In order to swap out the hexagon for the brick pattern, you now have to drag half-a-dozen or so connections into their new place.

If you could just drag from output to output and have all connections move, that would be much quicker and less prone to errors.

Oh, and I would also find it really useful to have the option to select different gradient types in the gradient and tri-gradient nodes. Linear vs smoothed etc.

Hi -- great little package (I found out about it via GameFromScratch, naturally!)

I'm using it to experiment with Unity with a view to devising some lecturers and tutorials on 3D graphics.

In my use case, the most obvious missing feature is the lack of ambient occlusion maps, and at the moment, I hack around it by passing my occlusion map to the roughness channel and renaming the file afterwards.

I realise that adding a dedicated occlusion map output node means more work as you have to reprogram the preview to show the effect, so perhaps instead you could add a name-your-own output option.

Obviously anything made with it wouldn't be visible in the preview, because the software wouldn't know what to do with it, but it would make the software compatible with a lot more material workflows, and effectively (partially!) future proof....