stonemason opened this issue on May 20, 2013 · 24 posts
seachnasaigh posted Tue, 21 May 2013 at 10:58 PM
I usually use a pair of 512-pixel asymmetrical tiles for each type of surface, so eight 512 squares plus the RGB map and a "scrambler" tile to prevent tiled repetition. That's ten 512-pixel squares to cover Lothlorien, for example. (Less memory usage than a single 1620x1620 map).
Once a model gets very large, a single map is just not feasible.
Quote - *...I also want to avoid using any advanced shader work... *
Oh. if you want to avoid complex node work, my method is right out! It looks like five monkeys and a football in a vat of spaghetti in the material room! And it will not be interpreted by D/S (or anything else).
nodework for the terrain of the Galadriel's Mirror playset (the master scale is set to 128 in actual use):
Well, you still might try the displacement trick, and also try the inverse: raise the stripes (so that the meshes are further apart), and use negative displacement on the stripes.
I hope you can find a solution. All of your Poser and Vue environment sets are superb, in a class of their own.
One other thought: In Poser Pro 2014, have you tried un-ticking the AO for each light? All the default lights have AO on by default.
Poser 12, in feet.
OSes: Win7Prox64, Win7Ultx64
Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5