The bounding box is only updated if while re-importing the mesh you disable the "preserve strokes" setting. Having this setting enabled means we don't recompute a new bounding box but instead stretch it.
I know you said it's not a gamma issue, but the way those darks are clamped in the cavities looks like your copy of Max has Gamma/LUT enabled. Try disabling that and see if it improves the look.
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!