I started to make some using VRscans for the car paint.
The only problem I have is - that I guess I need to unwrap the whole car to get render properly the car paint.
Why are coming out those black splashes everywhere in the car paint?
Ok this is what I thought.
You need to delete every single UV map that you could have.
But is there a better way to use the shader? Or are the VRscans Shaders always have to look into the UV maps?
Another thing that change drastically is the shader look.
Now the waves are gone.
In the advanced options you have “plain material strategy”, set it to “Average isotropic BRDF” this will ignore the uv mapoing, but you will lose the sparks in the carpain, i.e. it’s not good for closeup views
Apparently many users have problems with bad uv mapping, and we are working to make the vrsacns less sensitive to the uv mapping quality. We already have triplanar mapping implemented, and probably will add one more option similar to Average isotropic BRDF but keeping the texture features
It will be nice to keep all the features, because at least 90% of the guys out there will unwrap a car.
It is a lot of work if you will unwrap all the car pieces.