Search found 3024 matches

by Support
Mon Oct 16, 2017 2:46 pm
Forum: Raylectron
Topic: Wire frame render
Replies: 26
Views: 39637

Re: Wire frame render

Great, but what do you mean by "removing the texture surface bump"?
by Support
Sun Oct 15, 2017 2:53 pm
Forum: Raylectron
Topic: Wire frame render
Replies: 26
Views: 39637

Re: Wire frame render

The texture UV has nothing to do with bumps, it is only a mean to know where in the texture Raylectron should pull the pixel to fill the face the texture is to be applied to. In other words, a triangle has a UV mapping for the 3 vertices, given that, we can find the UV coordinate of any point on tha...
by Support
Fri Oct 13, 2017 3:15 pm
Forum: Raylectron
Topic: Wire frame render
Replies: 26
Views: 39637

Re: Wire frame render

When the normal map is of the same size as the texture, then you know exactly where the bumps will be, otherwise, it will be much different as the UV for the texture is also used for the normal map. If you have generated the normal map from the texture in PS, you should save the map at the exact sam...
by Support
Fri Oct 13, 2017 1:58 pm
Forum: Raylectron
Topic: Wire frame render
Replies: 26
Views: 39637

Re: Wire frame render

no there are no limit in size.

Since the artwork has bump map on it, can you just apply a shine without the specular map? because the specular is only used to shine specific areas, in this case, all over the place.
by Support
Fri Oct 13, 2017 1:10 pm
Forum: Raylectron
Topic: Wire frame render
Replies: 26
Views: 39637

Re: Wire frame render

The normal map should be exactly the same size as the texture. Since you made it from the texture because it uses the same UV coordinates as the one from the texture, I assume it is? How does your specular map look like?
by Support
Thu Oct 12, 2017 8:09 pm
Forum: Raylectron
Topic: Wire frame render
Replies: 26
Views: 39637

Re: Wire frame render

When you load a normal map, the bump will be taken from it, not from the texture itself. When there is no normal map loaded, it will use the texture. You can test this by loading a checker board normal map and you will see the bumps will be checkered. To make sure you are using a real normal map, is...
by Support
Thu Oct 12, 2017 6:50 pm
Forum: Raylectron
Topic: Wire frame render
Replies: 26
Views: 39637

Re: Wire frame render

The specular map is only an overlay that decide the regions to use as shine, the darker the region in the map, the less shine, the brighter the more shine, black = 0% shine and white = 100% shine, the specular map doesn't produce any bumps, only a normal or bump map will do that. What is your intent...
by Support
Tue Oct 10, 2017 4:24 pm
Forum: BlackWidow
Topic: downloading full-sized images from coppermine gallery
Replies: 5
Views: 23240

Re: downloading full-sized images from coppermine gallery

This one is easy, all we have to do is remove thumb_ from the links of the thumbnails to make them full images. Here are the filters, copy and click on the Paste Settings button in the filters window. [BlackWidow v6.00 filters] URL = http://lena-headey.net/gallery/thumbnails.php?album=673 [ ] Expert...
by Support
Wed Oct 04, 2017 11:34 am
Forum: Raylectron
Topic: Material ID Layers
Replies: 7
Views: 14014

Re: Material ID Layers

I did as you said and it's working fine for me. Can you PM me your cfg file?
by Support
Wed Oct 04, 2017 1:27 am
Forum: Raylectron
Topic: Material ID Layers
Replies: 7
Views: 14014

Re: Material ID Layers

I'm not really following what you mean. Hoe many materials should have the Color ID and how many turned black out of them? Are you sure you saved the settings too?
by Support
Tue Oct 03, 2017 3:39 pm
Forum: Raylectron
Topic: Material ID Layers
Replies: 7
Views: 14014

Re: Material ID Layers

I just gave it a try and it does save the color IS, which version are you using?
by Support
Tue Oct 03, 2017 12:38 pm
Forum: Raylectron
Topic: Hdri Scale on import
Replies: 1
Views: 5614

Re: Hdri Scale on import

Can you PM me the hdri please? it should be to scale, in fact, there is only one scale, unless the hdri wasn't taken properly.
by Support
Tue Oct 03, 2017 12:36 pm
Forum: Raylectron
Topic: Material ID Layers
Replies: 7
Views: 14014

Re: Material ID Layers

Thank for letting us know, we'll fix it.

v5 is still in the works, no eta yet.
by Support
Mon Oct 02, 2017 1:19 pm
Forum: Raylectron
Topic: Normal, specular loading
Replies: 2
Views: 5711

Re: Normal, specular loading

Unfortunately not. The reason is so there is no duplicates of all these files which can be anywhere on your PC or even on a remote one.
by Support
Sat Sep 30, 2017 4:07 pm
Forum: Raylectron
Topic: Transparent emitter
Replies: 29
Views: 39946

Re: Transparent emitter

It will be much faster too as it has only 2 faces, front and back.
by Support
Sat Sep 30, 2017 1:30 pm
Forum: Raylectron
Topic: Transparent emitter
Replies: 29
Views: 39946

Re: Transparent emitter

That's great and it looks so good it's an amazing effect. The flat light leaving a line is because you used beam=soft, if you use "none", it will go away.
by Support
Fri Sep 29, 2017 2:18 pm
Forum: Raylectron
Topic: Error in viewing my Model ! then the model does not show !
Replies: 6
Views: 13164

Re: Error in viewing my Model ! then the model does not show !

You are using the GPU version and Raylectron isn't able to use it. What kind of video card (make/model) are you using?
by Support
Tue Sep 26, 2017 10:32 pm
Forum: Raylectron
Topic: Transparent emitter
Replies: 29
Views: 39946

Re: Transparent emitter

another thing, the shine on the back face on the dome should be set to zero, by default, any transparent object will have the shine set to emulate glass, so the inside of the dome is reflecting light and objects, since the front is transparent.
by Support
Tue Sep 26, 2017 9:06 pm
Forum: Raylectron
Topic: Transparent emitter
Replies: 29
Views: 39946

Re: Transparent emitter

ok I found the problem. The flames object should not touch anything not be sitting below the bottom of the fireplace. The dome light back face color is set to gray and to have true 100% transparency, the color should be pure white, even if the transparency is set to 100%, to color will still be used...
by Support
Tue Sep 26, 2017 12:05 pm
Forum: Raylectron
Topic: Michael
Replies: 1
Views: 4808

Re: Michael

yes he is still with us, he's out of the country right now however, family related issue.
by Support
Mon Sep 25, 2017 12:00 pm
Forum: Raylectron
Topic: Changed view port resulution
Replies: 1
Views: 5034

Re: Changed view port resulution

There is no normal, it all depend in which device you will be using the image, like a printer, phone, TV, Youtube etc. But 1920x1080 or half of that is normal for most monitors.
by Support
Mon Sep 25, 2017 12:00 pm
Forum: Raylectron
Topic: Changed view port resulution
Replies: 1
Views: 4670

Re: Changed view port resulution

There is no normal, it all depend in which device you will be using the image, like a printer, phone, TV, Youtube etc. But 1920x1080 or half of that is normal for most monitors. The change the render resolution, you need to click on the drop down menu button at the top and enter the resolution you w...
by Support
Sat Sep 23, 2017 11:04 pm
Forum: Raylectron
Topic: Different outcome with the same settings
Replies: 11
Views: 17589

Re: Different outcome with the same settings

There is also 2 red lights, I can only find one, even after deleting the duplicates. Must be something else textured the same?
by Support
Sat Sep 23, 2017 9:58 pm
Forum: Raylectron
Topic: Different outcome with the same settings
Replies: 11
Views: 17589

Re: Different outcome with the same settings

I think the duplicates are causing the problem and the slow down. The back strip is also duplicated and so is the red one. So I combined all the yellow one into one strip and grouped it, no dups, and the red one is alone too, grouped as well. 2 lights total for the strips and it works much better an...
by Support
Sat Sep 23, 2017 3:26 pm
Forum: Raylectron
Topic: Different outcome with the same settings
Replies: 11
Views: 17589

Re: Different outcome with the same settings

the led lights on the left are duplicated, but strips are, so I deleted the duplicates and now it's rendering fine. I'll run some tests for the wall effects...