Mudbox :: How To Paint Normal Map Directly Without Sculpting
Jan 23, 2011How to paint normal map after adding Normal Map layer in paint stack ? Simple painting with Paint brush not give any results.
View 1 RepliesHow to paint normal map after adding Normal Map layer in paint stack ? Simple painting with Paint brush not give any results.
View 1 RepliesI'm scultping a mesh of 1.8 million and everything is fine and smooth. After 3 or 4 minutes the program starts lagging badly to the point it is not usable. If I leave it idle for 10-15 minutes and resume it's fine again, for another 3 minutes. If I close the program and re-open it (as soon as it starts lagging) the lag persists. If I reboot it's fine (for 3 minutes of course).
I've tried changing the graphic's card driver (currently latest nvidia), changing the features in the nvidia control panel to min, and also the ones in mudbox. To be honest I don't think it's the graphic's card fault.
I thought it had something to do with the memory (leakage maybe?), so I did some tests but the working set size is stable at 300K and the virtual memory slowly goes up to 390K where it stops (this during the 3 minutes of sculpting).
I realize with mb 2012 there will be little interest in solving the old version's problems but I reckoned I'd give it a last shot. It's also a student edition so I can't upgrade.Here's my settings
OPERATING SYSTEM
Name: Microsoft Windows 7 Professional
Version: 6.1.7600
Service Pack: 0.0
Architecture: 64-bit
Registered User: Alessandro
Language: 1033
Domain Role: 0
Total Physical Memory: 4026 MB
Total Virtual Memory: 8388607 MB
[code]....
i'd like to change hotkey of falloffs from ctrl+1 etc. to shift+1 - i can type these setting, click "done" but after this it doesn't work.
And another curious case is there a possibility to catch some workflow from 3d coat -> push RMB then slide left <--> right to change brush size (with ALT change brush strenght)? ( i dont need useless marking menu)
Am I missing something very basic?? I am trying to invert a mask on a sculpt layer. I don't seem to be able to invert a mask on a sculpt layer.
I have a layer with sculpting on it an I need to separate it out into two different layers. I painted a mask for the parts that I want to mask out and then duplicated the layer. Now I want to invert the mask to reveal the masked out sculpting on the second layer but I don't see the "invert mask" function that I thought for sure was there. I see invert freeze but not invert mask.
I created a normal map in mudbox for baking in maya but when i bake it on the face, it has some distortions. I tried to correct whatever i cud in photoshop but there are still parts which look very patchy. My question is, whats the proper way to correct such kind of patches though i have tried hard in photoshop. I am attaching both the extracted normal map and also how it looks after its applied over the face. Open the attachment and you will know what i am talking about.
View 3 Replies View RelatedI have a problem when I extract the normal map of mudbox. I see on the result a degraded in the normal, then when i put on 3d max i see a shadow degraded... Maybe i have bad parameters in normal maps extractor. extract the normal map on mudbox where resolve this problems.
View 1 Replies View RelatedOkey, so I want to render a normal map directly from render production. Pretty much like the Viewport Filter "Normal map" in Mudbox. Can this be done? And I also want to make clear that I do not want to use "render to texture". I dont want to do any projection against an other mesh, I want to do it directly to the camera.
View 2 Replies View RelatedIs it possible to directly send a photo from PSP X5 using my gmail account and if so how?
View 3 Replies View RelatedWhen PSP opens i can see the workspace for manage. Other tabs there is adjust and edit. Is it possible that the PSP opens directly into the edit tab ? To begin with, I will just use edit.
View 3 Replies View RelatedI did a search for API, and surprisingly nothing pulled up.
Is there any way to use Paint.net in something like a C# winform or webform or is accessing the Graphics object directly just easier to do?
I have not found anything on the subject, so i ask you how can i create a normal map?
View 6 Replies View Related I have a question for CS6 experts, and grateful for any responses.I'd like to paint directly onto a .obj file in 3d; doing all my texture work in PS. In earlier CS extended version, I could paint directly onto the model, and the color was opaque and gave me the pure color I was looking at.
Now, when I paint onto the modelin CS6, I see the color is diffused, or the lighting is affecting it, or it's blended with the lighting... Why? And how might I paint directly onto the model, and "turn off" the lighting without it all going to shadow? When I turn off the eye for the light, it all goes black.
Essentially, I would like to simply paint directly on the model in 3d space, creating my own light and shadow with my paint texture.. I attached an image here of what I was capable of in an earlier version; you can see that the color is "solid" and not diffused through to the lighting setup in the model. I would like to eliminate ps lighting as much as possible, and have the pure color show up on the model..
I'm using Paint.net since few years, and now I'm trying to coloring a brush with a precise color. I would like the brush to be in a blue color 3914AF (for example). I tried to use different fusion mode like "screen" on a third layer that I colored with this color...but it also let the color out of the brush itself. I thought of using the magic wandle before but to have a correct result...
HOW to change the color of any PNG brush directly in the picture in Paint.net.
Attached Thumbnails
I've been using Blender a lot recently, and, not wanting to front the money to buy a Normal Map generation program or (oh dear) use GIMP of all things, I decided to try creating a Normal Map in Paint.NET.
What is a Normal Map, you ask? Normal Maps are images that are used in conjunction with a texture to give the texture false 'depth', allowing, say, light to shine onto the bricks in a texture while not getting into the cracks between, or making light come from a specific side.
The original texture:
The normal map:
The result:
Not the best, as you can clearly see.
How could I make improvements? Is this even practical?
Is there some sort of restriction in Paint.NET that restricts the folks creating plugins from permitting the plugins to interact or function directly on the canvas/layer?
For instance the smudge and liquify (and others) open another window where you make your adjustments. The reason why I ask is this results in doing some things blindly because you can't see the rest of the canvas. I think some of these plugins will be so much more effective (especially with the recent addition of grid warping) if you can do some of these things on the canvas so you can shape images/textures to follow contours, but this is nearly impossible without doing so with several blind attempts.
I am painting a brick wall, the wall is separated into 2 objects, the bricks and the stuff between the bricks.
The problem I am having is that I isolate the stuff between the bricks and paint that gray but when I "show all objects" the gray color have transferred to the edges of the bricks. I have tried maps with different resolutions but that makes no difference.
How do I make it so that I can paint only on the isolated object?
One other way:I can apply 2 different mudbox materials, 1 to each object and create 2 diffuse maps, 2 bump maps and 2 specular maps. But how do I combine the different map with each other?
The objects are going to be combined into 1 mesh that uses 1 diffuse map, 1 normal map and 1 specular map.
Is there or is it possible to create a plugin to directly upload a picture from within Paint.net to Twitpic, Twitter, Facebook and other kind of social network?
View 5 Replies View RelatedI like to know how do you go about making normal maps for textures
View 3 Replies View RelatedIf I have two images, one is a texture map and the other is a normal map, how do I essentially paste the normal map into the alpha channel?
The stuff I am importing into (OpenSimulator) uses a single image to put texture and normal map information onto an object but so far I can't see anywhere to create the alpha channel.
I am not using the alpha channel for transparency, which seems to be a source of confusion (elsewhere). The thing is I CAN use it for that (transparency I mean) simply by making part of my image transparent (This is splendid by the way, and is yet another reason why I adore Paint.Net), this implies to me there are alpha channels or that the transparency thing is something different.
If I don't set up UVs in my model and instead use PTex painting in Mudbox, can I then export the model to OBJ with UVW maps? I would like to import the model to Octane render which imports OBJ files and their UVW mapping.
I have Mudbox 2009 and am contemplating downloading the 2012 demo to see if Ptex painting makes things easier for me, but it won't work if I can't then bring the painted model into Octane or into my license of Max 2011.
Is there an easy way to paint weights across multiple objects? if I have a body + shirt + armor and want to create a joint and similar weights on all currently I found a very awkward way to do it which is do it on 1 object and manually try and paint weights in a similar way on all others.
View 2 Replies View RelatedIt try bring an image into paint layer. I found that there is this function:
PaintLayerImporter() and it takes 4 parameters. They are:
1) const QString &sFileName, ///< Name of the file to import
2) int iFileTypeIndex, < Index of the type of the file in the array returned by SupportedExtensions
3) Mesh *pMesh, ///< Mesh which contains the paint layer
4) TexturePool *pTarget ///< Destination of the import operation
But I'm not able to get this function to work. Any small example how to use it.
I think that main problem for me is that I don't know exactly what 2) parameter means(int iFileTypeIndex). It says that you get that from SupportedExtensions but When I look at it:
virtual QVector<FileExtension> SupportedExtensions( void );
It surely dosen't look int.
My corel x4 was coryupt and I had to install my older Corel 12.
Options on this corel are different. So in Corel 12, how do i change the settings so that when I double click on an image, it will open it in Corel photo for editing?
In my version of X6 32-bit, there is a problem with the icons in Print Layout, they're not the normal icons, but one's used when tying as script to an icon.
I have re-set X6, using the Shift key method, but the problem is still there. I can use the menus and print, but those icons don't belong there.
I set up some selection sets thinking they would come in handy later on when I am painting. I thought I would be able to use them to paint my layer masks, but I cant figure out a way of using the selection to limit where I am painting inside the mask. I thought convert to a freeze but it seems paint layers ignore frozen areas. Is it possible, or is it a case of saving selections for sculpt and not for paitning?
View 7 Replies View RelatedI'm having a problem trying to export a ptex paint layer to be used in another application.
For some reason when I export it, everything seems to work just fine, until get gets to calculating tangents and then it hangs forever on 99%... Every way I try saving the file, it does this. I can easily paint on my mesh, and save the project file, but I can't export the ptex file.
Deleting the mydocuments/mudbox folder which I did.
I'm using mudbox 2012 64bit on Win 7.
Is it by any chance, possible to make tools as plugins usable in the "normal" working space, not in a new window? Also, adding something like this:
View 8 Replies View RelatedWhat I need is to be able to resize normal sized images taken from a standard camera down to 504x104 pixels. All I've managed so far is to distort the images is there a way I can avoid this?
View 8 Replies View RelatedI have painted my base mesh with PTex using Mudbox. I have made some changes to the original mesh. Now I wanna transfer paint layers from my old geometry to the new one. I imported the old geometry with PTex paint on it. Then I imported the new modified geometry. But When I try to set it up for PTex painting, Mudbox crashes. This happens when setting the resolution. Looking at the log, the error seems to be "Segmentation Fault (Core dumped)".
View 2 Replies View RelatedI have an assembly with various parts in it. I am trying to write a routine that will
1) systematically traverse the assembly and find parts that overlap,
2) where they overlap perform a sculpt operation on the parts
Whilst i can do this manually by edit>copy object>sculpt>select surface ... i don't know how to mimic this programmatically.
So far i have coded to do it in a very hamfisted way by making a derived part file from the overlapping parts, opening the derived part file and performing the sculpt, replacing the original part in the assembly with its new derived-sculpted part and then continuing to traverse the assembly tree.. - it is super slow and uses lots of file operations.
I have an assembly with various parts in it. I am trying to write a routine that will
1) systematically traverse the assembly and find parts that overlap,
2) where they overlap perform a sculpt operation on the parts
Whilst i can do this manually by edit>copy object>sculpt>select surface ... i don't know how to mimic this programmatically.
So far i have coded to do it in a very hamfisted way by making a derived part file from the overlapping parts, opening the derived part file and performing the sculpt, replacing the original part in the assembly with its new derived-sculpted part and then continuing to traverse the assembly tree.. - it is super slow and uses lots of file operations.