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Messages - haueryou26

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@romullus

Here is a video talking about 3ds Max settings you have to have set if you want an almost synced workflow
https://drive.google.com/drive/folders/1a2xvBLl8sIi1g9Tnu1BTTy-ema9RRv1q?usp=sharing

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@romulus
Converting the normal map didnt work. The only way I was able to get a normal map that actually worked with Corona was doing the following
-Set 3ds Max to Normal mode 3ds Max
-Bake normals using scanline from High poly model to low poly model
-Assign normals to Corona shader to get nearly artifact free normals

So technically you can have a synced workflow if you have access to the High Poly asset and can rebake.  This solution however does mean users will not be able to use normals created in any external 3d application.

Note: Not having a synced workflow; aka a workflow where the math that is being used to encode the normals is calculated the same way by the renderer, will result in visual artifacts. However the moment users embrace a  synced workflow, modeling becomes easier, textures are cleaner and you are able to use that asset in many different renderers.

As for test currently the synced workflow I found for Corona isnt supported by other renderers. Vray uses Mikk Tspace along with Scanline. Im currently researching a few other renders to verify

3
Sounds good, with any luck this feature will be added soon.

-Stephen

4
I just tried out handplane and no dice.

Thanks for the feedback Romullus. You are correct, I was introduced to a synced workflow and how it empowers artists while working on Halo 4 and 5. So Its just second nature at this point to assume most 3d applications support this industry standard, normal map format.  I think the goal of most people that want to use MikkTspace is for dual purpose pipelines. The dream is that you can create one set of content and have it render "Correctly" in your modeling package and real-time engine. I know MegaScans uses MikkTspace for all there content and other companies are starting to follow suit.

It would be amazing if Corona supported this feature. However I know all companies need to prioritize there goals differently. As for me, my main goal is to be able to use as much content as possible from all these amazing sites and have it work in any application.

MikkT is Supported and used by the following
-Blender
-3d Max
-Maya
-MegaScans
-Unity
-Unreal
-Substance Painter
-Substance Designer
-and more...

One can dream!!!!

5
[Max] Feature Requests / Mikk T Support
« on: 2022-06-08, 15:42:24 »
Hey guys, I know this is a long shot but here we go.

I think Corona would find value in adopting the Mikk TSpace workflow. This is the most widely used tangent based calculator for baking out normal maps. We used this on Halo 4 and 5 and know 343 uses this format even now. MegaScan uses MikkTSpace and Poliigon is moving towards this global format. If this can be prioritized I know people would use it even if they didn't realize they already are.

Applications that Natively support Mikk Tspace
-3ds Max
-Blender
-Maya
-Unity
 
LINK to Test Asset: https://drive.google.com/file/d/1eQW0sERqiGV25bZdIYKHd6XqACPPXkrV/view?usp=sharing


Currently the only way to have mathematically "Correct" normals with Corona is using 3ds Max legacy format. See images attached






-Unreal
-Substance Designer and Painter


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Looks like 3ds Max space might be the only thing supported currently. Are there any plans to update corona to use MikkTspace? This is the industry standard and it would be amazing if this was supported!

For others: If you want Tangent space normals from HP asset to LP you appear to have to rip them in 3ds Max. I tried to get Designer and Painter working but it appears these texturing applications only support MikkTspace

-Stephen

http://www.mikktspace.com/

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NP, Let me give that a try and let you know how it works

8
Hey guys,

Im new to Corona and wanted to know if 3ds Max and Corona support a synced workflow? I spent the last few hours trying to figure this out and still no luck. If anyone can provide guidance on how to author normal maps that work with Corona it would be greatly appreciated.

Images attached show how a cube renders that has "Correctly" setup normals and shaders. The second image shows what happens if you link the same asset to Corona using Corona shader and a Corona normal converter. Also linked is a working file that has the repro case.

Normals are Using MikkTspace and Per Pixel Calculations. Mesh is triangulated and should prove that vanilla 3ds Max processes this asset correctly


Any help would be greatly appreciated!
-Stephen Hauer

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