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Nam-Quang Tran (qforce)
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User Since
Oct 6 2018, 8:07 AM (15 w, 3 d)

Recent Activity

Dec 21 2018

Nam-Quang Tran (qforce) added a comment to T59685: Prevent confusion regarding specular input of Principled Shader.

Understood. I've created a post on Right-Click Select: post

Dec 21 2018, 12:42 PM · Documentation, BF Blender

Dec 20 2018

Nam-Quang Tran (qforce) updated the task description for T59685: Prevent confusion regarding specular input of Principled Shader.
Dec 20 2018, 6:29 PM · Documentation, BF Blender
Nam-Quang Tran (qforce) updated the task description for T59685: Prevent confusion regarding specular input of Principled Shader.
Dec 20 2018, 6:20 PM · Documentation, BF Blender
Nam-Quang Tran (qforce) created T59685: Prevent confusion regarding specular input of Principled Shader.
Dec 20 2018, 6:19 PM · Documentation, BF Blender

Dec 1 2018

Nam-Quang Tran (qforce) added a comment to T58444: In Blender 2.8, some materials involving bump nodes look substantially different now.

I suggest linking from the release note about the bump node change to this bug report, in case someone else wants to have their black spots back :-)

Dec 1 2018, 6:03 PM · BF Blender
Nam-Quang Tran (qforce) added a comment to T58444: In Blender 2.8, some materials involving bump nodes look substantially different now.

Ah, nevermind. I found out that extracting the black spots isn't that difficult. You just have to compute the dot product of the normal map vector and the surface normal vector and check if it's below some threshold value. That seems to give a good enough approximation. For reference and to help anyone having the same problem, here's my node setup:

Dec 1 2018, 5:56 PM · BF Blender
Nam-Quang Tran (qforce) added a comment to T58444: In Blender 2.8, some materials involving bump nodes look substantially different now.

And it's not possible to do some normal vector computations in the node editor to extract the black spots as a mask? (No idea if that's feasible 'cause I'm no math wizard.)

Dec 1 2018, 5:26 PM · BF Blender
Nam-Quang Tran (qforce) added a comment to T58444: In Blender 2.8, some materials involving bump nodes look substantially different now.

1 blend file to reproduce the render difference, 3 renders from different Blender versions.

Dec 1 2018, 4:57 PM · BF Blender
Nam-Quang Tran (qforce) created T58444: In Blender 2.8, some materials involving bump nodes look substantially different now.
Dec 1 2018, 4:55 PM · BF Blender

Oct 12 2018

Nam-Quang Tran (qforce) added a comment to T57178: Dyntopo warning message won't go away after entering vertex paint mode once.

Ah, sorry, looks like my initial bug report was misleading.

Oct 12 2018, 11:03 PM · Sculpting and Painting, BF Blender
Nam-Quang Tran (qforce) added a comment to T57178: Dyntopo warning message won't go away after entering vertex paint mode once.

As far as I'm concerned, the only two issues are (1) the annoying warning message that just keeps popping up, and (2) the fact that now with vertex color data added I have to keep enabling dyntopo all the time. Personally, I've never really needed vertex painting, and I feel that with the modern PBR workflow that everybody uses these days, vertex painting is becoming less and less important.

Oct 12 2018, 10:10 PM · Sculpting and Painting, BF Blender
Nam-Quang Tran (qforce) created T57178: Dyntopo warning message won't go away after entering vertex paint mode once.
Oct 12 2018, 12:24 PM · Sculpting and Painting, BF Blender

Oct 8 2018

Nam-Quang Tran (qforce) created T57106: Incorrect description of fill/deepen brush in documentation.
Oct 8 2018, 8:08 PM · Documentation