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So the next step after repeating step 3 would be a Gaussian Blue value of 5 pixels followed by Nvidia filter with a scale of 50.ħ. Repeat steps 3, 4, 5 around 4 or 5 more times, but reduce the Gaussian Blur and Scale values by 1/2 each time. Height Generation Filter Type set to 4 sample.Ħ. Run that layer through the Nvidia Filter with the following settings. Gaussian Blur it with a value of maybe 10 pixels.ĥ. Change the editing mode to 16 bits per channel to avoid stair stepping artifacts in the final result.Ĥ. Make a real heightmap instead of just using the diffuse. Sorry if that caused trouble for anyone, I really shouldn't post tech stuff late at night.ġ. It will introduce noise like artifacts as some pixels get pushed up or down a notch in value. What I would do if I only had Photoshop and the Nvidia filter is:ĮDIT2: IMPORTANT! Do this whole process in a new document, the conversion back from 16 Bit per channel to 8 Bit per channel isn't as lossless as it might seem.
#Crazybump free vs licence full#
I was just too lazy to write a full on tutorial.
#Crazybump free vs licence how to#
I can get good red and green channels for my left-right and up-down tangents, but I'm trying to figure out how to either make it read the grayscale height and process it into the blue depth channel, or to add it manually afterwords.īeen looking at Ben Mathias' workflow from his site and it's been helpful on some parts, but he builds his heighmaps from a 0 base layer instead of 128 mid (I'm going both up and down in my heighmaps, so I need the gray midpoint).Īm I missing a setting in the Nvidia filter, or is there a good process for taking the original grayscale and copy-pasting it into the blue channel of the normalized map to get better height right that method isn't the best, or what I would use personally. Right now I'm fighting with the Nvidia filter. My workflow on some smaller objects right now involves creating minor details (electrical sockets, small switches, bumps) as a 0-255 grayscale height map with a 128 midpoint that I normalize with the Nvidia filter and overlay on a baked normal from max that I use to capture general surface curvature.
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