Thanks, that's a great help. Initially I was not that convinced of inserting a gamma adjustment layer that might have to be enabled and disabled based on the situation, but after thinking bout it a bit more I think, the best approach might actually be to just leave the gamma adjustment permanently turned on in the PSD…
enable antialiasing and padding/diffusion on your bakes - that will eliminate most of it. anything that remains is due to UVs not being straight or your textures being too small. baking at a higher resolution than you are working out can help, but you'll get the most benefit from arranging your UVs so that as many edges as…
Also for lumen to work with offscreen emissives, you need to make sure all (most) of your meshes have distance fields enabled and built. There's still some issues if the emissive is too small.
Found this on a help forum Enable all these options while you import:* Import User Properties * Import Enums As Strings * Ignore Leaf Bones * Automatic Bone Orientation
Local transforms needs to be enabled in order to use the last editing point instead of the objects center. I also keep Rotate on All Axis on for a more predictable movement.
Yeah, just enabling tessellation can cause a big performance hit, especially if you already have lots of subpixel triangles which it looks like you do.
Yeh it is only in the fbx import dialog, it would be cool if they the same thing in the texture import dialog, maybe when you chose normalmap compression it would enable the option.
well i tried to enable anything, but maybe i still have to set some property on Post Process Volume node or something. BUt i will look more into it, tnx!
Its still packed a little tightly, but so far its pretty good! It's Baked in Max correct? Are you exporting with .FBX binormals and tangents and DX viewport enabled?
usually when the pen is on the surface, the touch is disable. but to have shortcuts on screen you need to enable it in a certain area, which is what doesn't work that great so far.