apparently the tech is in but they need to make it more robust... so it may be enabled in a mini update from what i could tell on twitter now someone just needs to update the server edit- actually
multiple canvases - less clunky :) and yes, there's some functions that help detecting some support but you still need to add some of your own code to make it detect webgl support and if its enabled.
These issues don't occur in Unity or Ue4. It's not PBR that's inflexible. It's the engine you're using. I've never seen the halo effect you're talking about and I've used all kinds of PBR enabled engines.
Alright stripped down some lights and tweaked other stuff. I also enabled light shafts but for some reason they are not visible on TiledShot. And the Skydome I made: Thanks everyone for the feedback so far!
IIRC, if you turn off the DirectX plugin, you'll see it without "see through" but I'm not sure how to (or if you can ) with DirectX enabled. Perhaps use a 3rd party DirectX plugin for the viewport. :)
(Sorry if this has been answered before, but) Is it possible to render in Substance Painter with Iray and enabled opacity maps? Everything works ok in the default viewport, but opacity maps don´t work when switching to Iray. Is there a way to make it work? Thanks : )
Why oh why cant I rotate my viewport while cutting, or say making a spline? Please tell me theres some kinda magic script, button or spell that will enable it. Plleeaase? ='( The viewcube sux, autodesk! Ye fired!
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…
Enable Panel titles vs Panel buttons - this can be found in the little drop down menu next to the white ribbon roll out button (for the record if anyone else is runs into this issue).