Napisano 8 Wrzesień 201014 l witam nie wiem jak sie odczytuje kody zawarte w nazwach plikow zwiazanych z tekstura np: xxxxx _b005.xxx xxxxx _d100.xxx xxxxx _s050-g025.xxx prosba o pomoc
Napisano 8 Wrzesień 201014 l zwykle nikt nie koduje textur ;) jakbym mial strzelac to masz tutaj info zeby: wrzucic do slotu Bump i dac sile bumpa na 5% wrzucic do Diffuse na 100% do specular na 50% i glossiness na 25% chyba ze to jakis mega tajny kod tylko dla Lightwavea
Napisano 22 Wrzesień 201014 l Info z FAQ producenta textur http://www.arroway-textures.com/en/faq/14 What do notations like _b030 or _s050-(g025) in map filenames mean? We understand, that our naming convention for map files can seem confusing at first glance. Here is how to read them: Every notation consists of a char specifying the channel, as well as three digits containing a numerical setting. - x### The first notation gives the primary purpose of a map. - name_x### For some map several purposes might be specified. - _x###_y###_z### Parenthesis remark a fixed value. - (x###) Channels: D - Diffuse color, B - Bump, P - Displacement, S - Specularity, G - Glossiness, R - Reflectivity, O - Opacity, A - Anisotropy. Some examples: d100: "This is the diffuse color map of the texture; to be used at full channel effect strength" b030: "This is the bump map; the recommended strength is 30%." s050: "The specularity map; the recommended strength is 50%." (g025) "Instead of a map, you may specify a fixed glossiness value of 25%." p010: "The displacement map; real-world relief depth is 10mm." With this notation you can see directly what a map is, how it relates to other maps and what recommended setting are - all without the need to consult the catalog.
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