https://www.youtube.com/watch?v=kDMz6djZCkc
https://www.youtube.com/watch?v=dcswz_vYjiQ
https://www.youtube.com/watch?v=1W2VWCehgGg
The end results are technically correct-- tileable PBR maps all exported. They're even de-lit and color corrected.
However, the input data was sloppy. Would like to shoot again with a tripod.
See my notes after the jump.
PART 1 Data prep (written software agnostic)
- Choose subject like ground, wall.
- Capture using either spiral pattern or zigzag. Careful with footsteps
- Reconstruct data
- Project albedo data onto a geo plane with 10-20 subdivisions (plan for output texel density ahead of time ...with math)
- Bake mesh maps. (can be done in SD)
- *Albedo - done in stitching software
- Normal
- Height
- AO
- Curvature
- *Roughness/Metallic - these kinds of maps cannot be generated
PART 2 Substance Designer
- Import all maps
- Make_it_Tile_photo node
- Start with normal map, adjust parameters until seamless tiling. Duplicate out to other maps (must have same parameters on all nodes)
- need to make rough map from scratch?
- Smart Auto Tile
- plug in all maps
Fabric
- For fabric, SD recommends 4 photographs with directional lighting at 90 degree increments
- Map extraction
- If needed, use a 'multi crop node' to crop all at once
- Use a 'multi color equalizer' node and tweak until lights are cancelled out
- Use a 'multi angle to normal' node and tweak until correct
- Use a 'normal to height' node
- Make it tiling
- Use a 'material clone patch' node to specify the clone area
- Use 'smart auto tile' and tweak until correct
Note to self... I'll have to fix my notes from before. Zephyr's "Extract Stereo Mesh" tool replaces the UV mapping.
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