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exporting 16 bit height/depth , layers height based blending like cavity masking ?
Is it possible? I recall the soft could do 8 bit depth export but it's pretty useless unfortunately. 8 bit height/depth makes ugly rendering artifacts in any 3d rendering, Zbrush, texture soft etc.
Also I wonder if it's possible to simulate so called "dry brush" technique when you could paint only on heights, prominent bumps or otherwise in cavities? Could layers use a bit of depth Z combine technique? I mean not just Max (lighten) or Min height blending but also providing an accurate masking for a layer diffuse color based on resulting height combine?
I could extract 32 bit height/depth from Corel Painter files (with an obscure ancient Blender addon someone did) for example but the later thing ( true depth based masking) is impossible in Painter. While the math would be actually as simple as 2x2. Could be possible in Photoshop if its brushes would have a depth channel like seemingly Artrage ones.
I would love to try Art rage for creating complex hand painted surfaces in video games/VFX where we need proper height /depth + glossiness + metalness.
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