![]() I can do some things with blender but really never used tangents. Recently I posted a project to get help with because I couldnt get it to loop without a jump and after doing what everyone said I still couldnt. Im not sure if this is a bug with R21 or a sign that its getting too old or something. I think there is someone able to help me here! And I think it would be a quite good PBR example as it also applies on Vinyl Discs (there is even an image of it in the Master PBR section). It all seems to work fine with windows 11 however Ive begun to notice that some projects dont loop correctly. Could I create a texture for this? How would I apply it on my specific mesh? I have no idea It looks like a rather easy combination of R-G-B in the shader nodes section. I found this tutorial for Blender: YouTube I think what I need now is a correct “Anisotrpic Texture” … now I think I am completely lost, although I think it’s needed to get the final correct affect from the image I posted initially. I used a bump now but I also created (a more or less correct) Metallic/Roughness texture. Looks it tries to clone something that is not there? Maybe blender tried to export something that is somehow errorful?įor the PBR I came some steps further to where I want to go: () My affinity for brawling around buildings predated ECW. It stopped working at some point in the blender export and preview progress. Foley took a nasty bump while facing The Nasty Boys Hall of Famer Mick Foley shared details. This is the error raised by the inspector, when inspecting one of my materials:ī:26 Uncaught TypeError: Cannot read property ‘clone’ of undefinedĪt new t (:26)Īt t.unstable_runWithPriority (:54) I think this is a small pretty example for PBR and someone might have fun helping me You answered questions of me like 4 years ago! Glad to see you are still active! Unfortunately in my case the inspector simply “closes” when I try to play with my PBR Material “Stand” / “Shell” … is this a knowing bug? Whats wrong? Of course I got a playgound for you to just tweak some values and not build anything: Is there a way to let the shadow not get specualar at all? It gets lightened like it’s not there from the environment.What do you masters of the pbr think should be done to get better effect? I tried bump, but I don’t think its correct since it’s not acutally uneven material.What I struggle with is: I think I would need a correct metallness / Roughness map for the lighting and/or antristophic light? I think I will be able to create Red/Green/Channel maps with layers in Affinity Photo - but so far I am lost… it looks “ok” with albedo texture but I just used it to test the UV mapping. I created an appropiate UV Map for the object. I cannot show here because of the new user restriction, but you will see them in the playground. I made a greyscale and normal version for the polishing,
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