Thanks for the suggestions. 1. Your diffuse should go in the albedo slot, ideally you would remove any baked in lighting or AO, and the AO/cavity maps go in the respective slots in the occlusion module. These should be set to R for simple grayscale maps. 2. The spec map goes in the spec map slot of the reflectivity module,…
Hey guys, I "think" we're arguing the same point here. I would imagine in games rendering with chrome/mirror surfaces you don't want to see any shadows/lack of light on your fully smooth surface because it's simulating reflecting all the light back with no diffuse reflected light component. So in our engine when I say…
Both of these are known bugs that we just havent had the time to fix, thanks for documenting them though! No problem. I see what you mean, the Modo/Lightwave style camera roll/trackball thing. Here I thought I was the only person that liked this. If there is enough interest well look into adding this back it. Right,…
Thanks for all the love guys! Its great to see so much excellent art. Im going to try to respond to all the questions here, if I miss something, just let me know. You can load your diffuse map into the albedo slot. This is really just a terminology change, as albedo is a more physically accurate term. Animated content…