How to save tiling from Image Editor?
Hi! In the normal map image editor, I used a specific value for tiling, different from the general tiling value, and I would like to save this value as a shader preset. Is it possible to save specificly the tiling from the image editor, without saving other presets?
In the Shader Preset Save Options, I seached for the normal map, but I didn't find anything about its own tiling, only about ist value and image... Amn't I in the right place?
Thank you in advance for your help!
Comments
I don't think it is possible to save the tiling, which is an image property, without the image.
Ah, ok, thank you very much! I guess it is the same for saving separately a specific layer in a layered image editor, isn't it?
It's too bad...
If I may make a suggestion, I think that it could be a good improvement for a next version of DS...
Edit: I just created a post about it in the Product Suggestions topics.
A Layered Image preset should allow you to save out layers - that is how things like presets for makeups are saved. But it would be the whole layer, I don't think you can save out some settings on the layer for use with different maps on the layer.
What you set in the Shader Preset Save Options is correct. Just go ahead. The Instance Tiling data you set in Image Editor will be saved in the preset file, as image_modification, rather than the whole surface Tiling.
Saving Instance Tiling needs both Image and Value options selected... Though you can delete the code line of texture map in Shader Preset DUF file, there still needs to be a texture map in Normal slot before you applying the Shader Preset, otherwise Instance Tiling won't work.
You cannot select a target layer when saving LIE Preset other than Surfaces with LIE(s), but you can define and save LIE Preset layer by layer. Or, after saving the preset, you can easily delete the layer(s) that you don't need in LIE Preset DUF file, by using Notepad++, etc.
Technically, I think it's possible to realize the feature you need from development perspective... it'll depend on how development guys think about it.
Thank you very much! I openned the duf file in the Bloc-Notes app, but the entire code seems to be in Chinese:
Is it normal? How can I indentify the line of texture map in the code?
Thank you in advance!
The preset is most likely compressed, you would need to un compress it if you want a version readable directly.
I think there's an action for that in DS, or you can use a compression program like 7zip for example (compression used is GZIP)
Ha, they're not literally meaningful Chinese but just compressed code.... In DS, you can uncompress the file via: Windows > Panes > Batch Convert.
Or, when you save the preset, uncheck the Compress File option ~~
Thank you very much!
I am a bit lost in the code, should I delete these lines?
Or maybe some of these ones?
The only par where I find information about tiling is this one:
Thank you in advance for your help!
Yep, simply delete the coding block as shown in below screenshot. Then, again, make sure there is a texture map in the target Normal Map slot on which you want to apply this preset ... otherwise it won't work.
Ah, ok, thank you very much! If I understand well, I don't have to delete the blocks shown in my two first screenshot (the "Image_library" and "material_library" blocks"), only the block framed in red in your screenshot, is it that?
That's right, you don't have to delete them. In this sort of cases, the principle is : necessarily doing the minimal deletion will be just fine.
Ah, ok, thank you very much!
Oh, I forgot to ask: for now, I saved my files without compression in order to modify them easily, but if I want to compress them after that, should I just use these settings, without checking or unchecking any case?
That's correct. Just tick Compress Listed Uncompressed Assets, as you did in the above screenshot. Then add the DUF files or folder. Apply.
Ok, thank you very much!
I have another question about the instance tiling in the image editor and the whole surface tiling: let's imagine I set a non integer value in the image editor (ex: 2.33), and a value > 1 in the whole surface tiling (ex: 4), could it create seams even if I am using a seamless map? What are the priorities in tiling? Is the map first repeated according to its instance tiling and then, according to the whole surface tiling ? In my example, I have the impression that it would generate 4 seams, because the 2.33 in the instance tiling would generate a "global map" not seamless.
Thank you in advance!