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**Description**
Mixing two different normal map textures with batch material enabled produce weird results.
**To Reproduce**
Mix two normal map image textures with MixRGB node and control the mix…
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Always thanks you for maintain amazing library
I tried to add bumpMap support like three.js
but I got half success(bumpMap Rendered in only two faces and other faces are black) of it do you guys h…
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### Description
I know it is possible, if I remember correctly you can multiply the normal map by a color vector of which first 2 channels would be the value of the strength multiplier and the blue c…
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Hello again,
in High or Ultra graphics settings (in viewer) normal maps are seen and enabled, but noticed one thing; if a user add normal maps to an object the owner of the object and anyone else can …
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Apparently, for meshes with higher simplex count, the projection map occurs to have blank spots. Why is that? Which parameters can we tweak to have seamless maps?
Apart from that: ComfyUI 3D Pack (…
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The included atlas demonstrates only the hotspoting abilities of DreamUV, but we also have trim tool, box mapping etc. now.
Maybe the user community could create some more demonstration and learning …
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![Screen Shot 2021-03-29 at 4 35 32 PM](https://user-images.githubusercontent.com/67666558/112903182-cba07f80-90ac-11eb-8b8e-219a82c0e791.png)
I tried implementing normal map code into simple_4_lit…
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I found that when predicting normal maps, especially on the back, it is easy to predict leg bending and tiptoeing, which leads to the generated model appearing suspended or unable to stand properly. B…
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Excuse me? The effect of normal and depth maps and point clouds generated by my training is very good, but the effect of mesh generated in the end is particularly poor. May I ask what is the situation…
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Thanks for the solid extension! It's a daily part of my training analysis. I specifically love the Pw:Hr statistic finding heart rate drift, and I keep a solid eye on my Fitness Tracking.
However, …