Search found 85 matches

by Alex
Thu Feb 18, 2021 11:10 am
Forum: SimLab Composer
Topic: New polygon reduction algorithm
Replies: 1
Views: 52

Re: New polygon reduction algorithm

Thank you for this feature! It works really good for Models with generic Materials. :D
Unfortunately the results look not as good when they are uv-mapped, like human models.
Is it even possible to improve the latter one?
by Alex
Mon Feb 15, 2021 11:49 am
Forum: SimLab Composer
Topic: Texture issue from Solid Edge 3d model
Replies: 3
Views: 57

Re: Texture issue from Solid Edge 3d model

Hi Yogaforce, I randomly had this issue with Rhino and Simlab. Try another fileformat for your texture. :) If you observe this issue with .jpg textures - try to save it as .png. This was a good workaround for me a year ago

viewtopic.php?f=12&t=11626

Best regards
Alex
by Alex
Thu Feb 11, 2021 9:26 am
Forum: SimLab Composer
Topic: How to Make Carbon Fiber Weave Material
Replies: 4
Views: 97

Re: How to Make Carbon Fiber Weave Material

You can use at least JPG and PNG. If you buy high quality PBR textures, they often come as .tga. I recommend to edit them and save as 80% compressed JPG - sometimes with lower resolution (which can be enough depending on the scene) for faster loading times. E.G. There were some high res 8K .tga wood...
by Alex
Tue Feb 09, 2021 9:26 am
Forum: SimLab Composer
Topic: Export without rendering
Replies: 1
Views: 49

Re: Export without rendering

Hello deslekrc, i guess there is no other way to improve saving the preview quality as you mentioned with "Capture view image". It is more a workflow to have a better performance while positioning objects and change material (i think simlab uses opengl?) and after that, making the final render. In m...
by Alex
Tue Feb 09, 2021 9:14 am
Forum: SimLab Composer
Topic: Does the Bump...
Replies: 4
Views: 118

Re: Does the Bump...

Yes, I think so. But for fine grain details i recommend a normal map. I buy PBR textures containing different variations (Simlabs own materials are not enough for my needs). But sometimes it is enough to edit the normal diffuse texture with the 'normal map generator' (free tool). Depending on the in...
by Alex
Tue Feb 09, 2021 9:08 am
Forum: SimLab Composer
Topic: How to Make Carbon Fiber Weave Material
Replies: 4
Views: 97

Re: How to Make Carbon Fiber Weave Material

Hello Keith, I think you can achieve this effect using a high gloss plastik material with a simple carbon fibre texture. I applied it with planar uv mapping + mid dark grey color and for the side a squeezed mapping with a lighter grey (for a fake milled edge) :) You can use free textures (with 'publ...
by Alex
Fri Nov 20, 2020 9:07 am
Forum: SimLab Composer
Topic: Mixed textures on the same material ?
Replies: 4
Views: 284

Re: Mixed textures on the same material ?

Hello Pilou, I think the complexity of quixel is faar to big to be integrated as a small feature within simlab. I agree a compromise could look like the option for a second texture (2nd diffuse, 2n bump, 2nd normal etc) But without the ability to use height and pattern, fill and randomnesss adjustme...
by Alex
Thu Nov 12, 2020 6:28 pm
Forum: SimLab Composer
Topic: Materials
Replies: 2
Views: 162

Re: Materials

Hello ackemini, you have too look out for websites selling textures and 3d Models. Simlab delivers a good base for textures but for very high quality renderings I recommend separately purchased textures e.g. from cgtrader. Some need areal textures with 8k or even 16k resolution, some need a simple y...
by Alex
Fri Oct 02, 2020 9:36 pm
Forum: SimLab Composer
Topic: Different brightness
Replies: 4
Views: 161

Re: Different brightness

I think there is a difference where the settings are stored. There are two possibilities to adjust the brightness of the scene: 1. The HDR brightness is saved directly into the file. 2. And you can adjust the tone mapping with 'gamma' and 'brightness' in the image effects (right next to the render b...
by Alex
Tue Sep 15, 2020 8:41 am
Forum: SimLab Composer
Topic: New Decal system tutorial
Replies: 1
Views: 204

Re: New Decal system tutorial

Thank you! Yes, now it works even easier! :D
Is it possible to deactivate the shadows of Decals?