@Sage Freeman 's super pro tip: "Add ?envSettingsDebug to the end of your URL for debugging tone mapping in Hubs."
@sagefreeman92572 жыл бұрын
Thanks for the shout out! I learned a bunch of new things from this new video. Usually I just eyeball what looks best for selecting a tone map but did not know the technical differences.
@sagefreeman92572 жыл бұрын
Also, forgot to mention. Add ?envSettingsDebug to the end of your URL for debugging tone mapping in Hubs.
@ConorW2 жыл бұрын
@@sagefreeman9257 oh NICE! Didn't know about that one, I can't pin this comment because it's a reply but I'll add a new one and pin it.
@clint41372 жыл бұрын
Great info as always Conor!!!
@ConorW2 жыл бұрын
Hey Clint!! Thanks!! Hope you're doing good dude it's been a minute!
@markkuykendall54752 жыл бұрын
Reinhard makes the ambience look a lot like an overcast day would look. Unreal has its tone mapper accessible via a "Post Processing Volume." A volume affects a, well, a volume inside of the level environment. :) I sorta just looked at the tone mapping controls as a way to mess with contrast and color aesthetically. I never thought about it technically and how it relates to the optical physics that inform HDR images and filming and all that. Tks for the cool vid, Conor!
@ConorW2 жыл бұрын
Ahhh fantastic! Thanks for the insight on Reinhard! Appreciate ya Mark!
@markkuykendall54752 жыл бұрын
@@ConorW Ugh, I see now that I how I wrote my opinion on the Reinhard preset made it sound like I knew what I was talking about. I don't. All I have is an opinion. I don't know who Reinhard was and I don't know what Mozilla was going for when they set up that preset. Sorry Connor, I don't think what I had can qualify as an "Insight." :)
@ConorW2 жыл бұрын
@@markkuykendall5475 hahaha all good dude! Your opinion is still very appreciated. And I agree with it, it does seem to emulate an overcast environment!
@higheryibes44302 жыл бұрын
I came from the "futur" :). so happy to see you doing what u enjoy. I am in that same dilemma now. 28 years old and running. doing graphic design jobs which love. but i sometimes fee like I am not in my full potential but I have a deep interest in animation and metaverse ignites more curiosity in to it.
@ConorW2 жыл бұрын
Time to start that side hustle buddy! I would take chris's advice and wake up an hour or 2 earlier, explore the field and what work you can do in it before you start the day job. Let me know how I can help!
@higheryibes44302 жыл бұрын
@@ConorW thank u for the reply. sure i will let u know. i am a complete noob in 3d industry.
@ConorW2 жыл бұрын
@@higheryibes4430 I have a discord that helps 3D noobs :) we meet on wednesday evenings at 6pm PST. You should swing by to say hello and see if I am able to point you in the right direction. The link is in the description.
@higheryibes44302 жыл бұрын
@@ConorW okay thank u. I beleive u show up for a reason.
@renzoromana7054 Жыл бұрын
Hey! Really interesting video!. Do you have something talking more about the 8, 16, and 32 bit textures? Would love to hear more from you. Cheers,
@thomasluk43192 жыл бұрын
I come acorss baking "Filmic" texture (color+lightmap) for web model. However, I am so confusing which color space should I choice for baking. "Filimic sRGB"? "Linear"?
@ConorW2 жыл бұрын
If you are baking a separate lightmap you should set it to Linear, 32bit floating point, save it as an .HDR!
@ConorW2 жыл бұрын
If it's baked into the diffuse map then I think it should be filmic sRGB
@thomasluk43192 жыл бұрын
@@ConorW I am using combined bake, the web engine doesn't allow me to upload HDR format. So what is the workflow to save it as jpg/png with denoise
@ConorW2 жыл бұрын
@@thomasluk4319 Ah so you're not using mozilla hubs? Because if you are you can use the "import from blender" button to bring in the .glb with the .hdr lightmaps. .hdr won't work through spoke (as of this writing). If you are doing a combined bake, you can save the texture and import it into blender's compositor and use blender's denoise nodes.
@ConorW2 жыл бұрын
@@thomasluk4319 the result is very what? Haha. But yes it's likely your UVs need to have larger islands with bigger margins so it doesn't denoise across the UV borders