From reading the stuff about secondary specular for carbon fiber in the tb2 beta thread I'm curious as to how that might look. I might give it a go sometime, although I'm not entirely sure how I'd go about the anisotropy stuff. What's a good source to get info on real-world materials and how they behave (Or is looking at…
Yay, it is here! Everyone stuff looks great and I love the new rendering engine. I'm just really confused why it is missing so many obvious features that I'd use on a regular basis. No backface culling being the biggest thing... can't disable lights in viewport? No HDRI Shadows? Is there no option to use 32bit height/gloss…
Hi, this is almost certainly a bit-depth precision issue. Using a 16 bit per channel image, or baking at 16 bit per channel an re-saving should solve the issue. If you've baked the normal map at 8bits, and then set it to 16 bit in photoshop after the fact that won't help. What you want to do is: 1. Rebake in xnormal, but…
Hey Joe, I started doing a bunch of lighting in TB2 and found that I'm missing two features. 1. I need to turn off specular emission from certain lights that I only use for shaping. 2. It would be really handy to have a square spotlight, I see that the default spot light actually goes square when you turn off the vignette,…
I noted some little things : - When you load a substance (works great) you don't have the control for the texture size output. Would be nice to be able to control it. Currently the size seems fixed even if the substance is not. - Grayscale output from Substance Designer are shifted. - If you enter the "rename object" mode…
Interesting question, this is something I've gone back and forth with our programmers about many times. Previously in Toolbag 1 specular relfections were shadowed, but from everything I understand, that just isn't a physically accurate representation of proper lighting, so it was dropped for TB2. With a fully metalic…
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,…
Unfortunately there are still a few minor features that haven't been added back in. Toolbag 2 is a complete re-write, so everything has to be writen from scratch. While TB2 is not "feature complete" (and probably never will be, there will always be cool new stuff we want to add) we feel that in its current state it is a…
So it looks pretty good with tangents and binormals, but I wonder if the reflection should be flat on top? http://s2.postimg.org/ak05rk7nd/Toolbag.jpg Same file baked in Xnormal with X+,Y-, Z+ in UE4.2 looks great: http://s1.postimg.org/wuyw1r1ny/Normal_not_sync.jpg Here are the files:…
I'll try to write a bit more on this with some examples etc, but you can't pull any of the values from that chart and use them as metalness. Again, metalness is for the vast majority of materials either 0 or 1, for gold and brushed metal it would be 1, for the other 3 it would be 0. It looks like you're taking the diffuse…