You can temporarily hide objects within the same texture set in Painter by adding an opacity channel and giving an opacity fill layer to each object. Also be sure to enable the alpha test shader. Cool project!
Hey Guðjón, I assume you mean exporting to Viewer? If so, try enabling Export Animations, I believe this is required for parenting to work in some cases, even if you don't otherwise have animated content.
I usually have the autoback option enabled, it's been awhile since I worked with CE, should have paid attention. Oh well, gives me the chance to improve my scene's terrain I guess.
webGL should gain more and more momentum (especially once mobile browsers support it). Afaik both next major versions of Chrome and Firefox will have it enabled by default. other than that, unity sounds best to go with.
Yes if using RT, increasing that setting should reduce noise. If you have an Nvidia RTX card you can enable real-time denoising. It's not possible to increase Rays Per Pixel beyond 16x.
Yes, make sure sRGB is checked. This should be enabled by default for the Albedo slot. However, if you did something like load the normal map into the normal slot, and then accidentally load the same normal map into the albedo, this slot can get set to linear space (sRGB off).
The 5600G is quite a bit slower then the 5600X, but at that price you did ok. For the RAM, make sure after installing to go into the system bios and enable XMP so it runs at full speed: https://www.youtube.com/watch?v=orENI_3nHos
It's still not fully implemented into every feature in the engine, so that's why you have to enable it with the .ini files, I'm sure they'll have a realtime GI solution fully integrated into the engine as soon as they can.
Havn't used MR in years but as I remember the sky portal transfers light from outside as its source, but there are a few settings to enable: 'from outside' checkbox. And 'Colour source'>use existing environment.
Also, for future reference, to see stuff like this in the modeling viewport hit 'O' and turn on "Enable Deformers". That will show the mesh in it's deformed, AKA posed, state. But to export, yes, you'll need to freeze geo.