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hulpesergiuParticipant
Hi x9studio.
I am very confused about your question.
The image on the left looks 90% the same as the one on the right to me.
The only difference between them is some contrast and color correction (the eevee one looks a bit greenish)
I am not sure what you are trying to do.
Also from your material screenshot, I am noticing you are baking the material, maybe you can tell us more details about that?
hulpesergiuParticipantBump as this would be useful
I remember in babylon.js you could set tone mapping curve settings/material. Is that possible in Three.JS?
hulpesergiuParticipantIn both your examples the textures space has not been edited. After editing the texture space, the texel density should be the same between the 2 objects.
I will also post an example later, but here is a screenshot of how to adjust an object’s texture space. After doing this, the mesh can be non-uniformly scaled, but the texture tiling size will remain constant.
Attachments:
You must be logged in to view attached files.hulpesergiuParticipantI think the problem you are facing are not emission nodes are not working, but the Bloom Post Process effect not being turned on by default in Verge.
You can use the bloom puzzle from the post-process effects category.hulpesergiuParticipantThat’s exactly what I was looking for! Thanks! Will test it on my project.
hulpesergiuParticipantWow! GTSO is a great improvement for AO realism, will definitely test it out!
hulpesergiuParticipantAwesome! When is the next Verge3D update planned?
2021-10-25 at 3:49 am in reply to: [SOLVED] Switching between materials with normal map flickering #46416hulpesergiuParticipantHey Xeon! OMG, I’ve spend a couple of hours trying to figure this out, trying different UV maps, and settings for normal map, and nothing worked.
This actually fixes it! Thank you so much
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