Ok cool, well it looks like Jeff is already interested in this so that is good news. [QUOTE=pior;1993187]One thing that I noticed : When turning on the transparency option for renders/screenshots, the transparent pixels are effectively deleted as opposed to being simply alpha-ed out. I would love to have the option to have…
Yes that is correct, the sky/image based lighting does not cast shadows. You need to add dynamic lights (by clicking in the sky editor or placing them by hand). Unfortunately it would be much too slow to cast shadows from the sky, as every pixel essentially represents a point of light and we would need to cast shadows from…
Seconding Fabian... What is the function of "compute binormals in pixel shader" in xNormal? I understand that its different from just using mktt space since when baking using an obj mikkt tangent space is guaranteed but using that checkbox produces different results. Fabian to answer your 3rd question though, "Tangent…
As far as I understood, this is a xNormal-Only Feature to "Compute Binormal in the pixel shader", isn't it? Do I need to pay attention to this in other Software packages than xNormal? If I try to bake a Highpoly Mesh onto a Lowpoly Mesh in Maya, for instance, where do I find this option? Do I need to check it, anyway? By…
Ideas for feature additions: 1. Have the Microfiber Diffusion set up in a way that it would allow dark colors. I'm just thinking it would be useful to be able to make things like believable nylons and stockings which get darker/more opaque closer to their edges: 2. Have a detail slot for every texture. It'd be really cool…
Sorry, I dont think there is currently. I assume you want just your mesh to rotate while everything else remains static? The bloom settings are located in the per-camera settings now and should give you even more control than the TB1 bloom. For instance, you can control: Bloom Brightness, this sets the brightness value…
I have seen this before in the thread, but can't immediatly find it back if there is a solution, but when I capture an image with transparency and DOF enabled. (turn either off these off fixes it) I get these transparent pixels. EDIT: Also getting this bug with tesselation/displacement when lowering the fov and viewing the…
I have not, I will send the links to our programmers to see what they think of it. Thanks, well look into these. Not currently, this is something we may look into adding in the future. Yes this is by design, currently you need to have at least one camera in the scene otherwise it will crash. So the default camera can not…
Haha, welcome to the dark side MM. Yeah, pretty much any time you can minimize the gradiations in your normal map, you'll minimize smoothing errors, even with a totally synced normal map pipeline. When you throw texture compression into the mix its even worse. Basically what is covered in this thread:…
Maybe ! Not sure, but as always with that kind of stuff it is very much worth a try. I could see some arguments for and against : + Being able to reload the last scene on startup would be pretty great for consistency within a given project. In that context it certainly would be a time saver. - However it could be possible…