Thank you guys for the amazing feedback! I'll do my best to answer as thoroughly as possible. Bartalon: Thank you for linking to the latest version. This will make it into the next build. Jaidek: Yes! In 3DO you can turn PBR off, and when you set up your project you can load the "Base Definition" preset to quickly bake in…
Yep, I found after playing with it all day, That if you work without a metalness map as if it was 1.0 everything will function as normal. If you need the map for UE4, I found the best work around is to do the entire project without the map and when your finished, save it, then add the metalness map in thru the drop down…
Great update to an already amazing program! I do have a question and a request. First the question. I know that the big addition to DDO is PBR support, is there any way to toggle this on/off in order to support proper map generation for older engines (UE3/Unity)? Also I have a small feature request. When there are many…
I really really want to like this software, but DDo is so unstable it's killing me. 1.6 Won't let me open and re-save old projects, 1.8 doesn't set my layer mask when I pick a Material ID colour, and occasionally just crashes for the hell of it. I'm on a very capable system and I'm using a legit paid-for version (by…
-For 3do how do I turn off the cavity map, it's hard to tune my normal map using just nDo and 3do because there is this cavity/convex diffuse map that always seems to be present, I set the diffuse and specular to zero expecting to see nothing yet I still see texture on my model even though I'm just working with a normal…
programmer23: It depends a little on how old -- if your project is created using 1.2 you can do this by adding a Metalness and Albedo for Metalness map after the fact, and then removing the original albedo and specular maps, as a workaround. Gheromo: An advanced mode will likely make it in, as well as a guide on making…
@programmer23 - UE4 uses a slightly different method of PBR. dDO uses a gloss map where as UE4 uses a roughness map. They functionally are the same thing, however from my understanding the values are on the opposite spectrum. So a Black value for glossiness makes it duller/wider spec, where as a black value for roughness…