Specific questions about noise, JPG vs. PNG, and light-relative normals #111
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Sorry-Im-Stupid
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get_diffuse, get_diffuse_half, get_diffuse_gradient, get_specular and get_specular_gradient is what you are looking for. Regarding the JPG vs PNG issue, my guess is that, since you are setting the alpha on non-transparent objects (#109 (reply in thread)), they look different because by default PNGs are RGBA in Blender but JPGs are RGB. |
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On the subject of noise, in the visual style I'm going for, a certain amount of granularity is necessary, and I've figured out how to achieve the effect with math nodes. But my overall method has several unfortunate limitations. For one thing, only .jpeg exports retain the look I want. The .png exports lose all the good stuff and leave a bunch of anomalies instead. See below:
JPG:
https://user-images.githubusercontent.com/84992987/129072931-b7208ccd-711a-430e-acb9-6295b07f07af.jpg
PNG:
https://user-images.githubusercontent.com/84992987/129072908-a1a123fd-f89f-4ef4-9053-203e90224627.png
You'll also notice that the light angle is the same in both, that is from a matcap I made in eevee for this process. But the gradiant is always relative to the view, or the camera, which again presents some limitations. For one, having to make a custom matcap for every single scene, character, item, and time of day in my projects will eat up more time than setting the actual scenes.
Surely there must be a way to generate the color gradients in malt and have them act as light-relative, or at least make them adjustable in-engine to suit whatever they're applied to.
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