Transfer normals is working fine for me. However, it looks like an enable bug has slipped in, allowing the command to be enabled when it shouldn't be. I'll fix that for the next version. If you use it with a single foreground and a single background mesh, it should work fine.
Hi guys, quick question; How do we enable a flat shaded on CE3? it's for a debugging purpose, for example like looking at the overall color balance on the scene? I cant find an option to enable this but karatekodden manage to get a screenshot of it on his Hacker Nest Env. Really glad if anyone can help me on this~
I am really starting to get annoyed about this, do i actually need to have this enabled or not. If I render with out it enabled and with no exposure control, tnings seems much simpler. Most times I just render out still image of WIP or stuff for my online folio
You need to go into the attribute editor for the light. There are options for enabling and disabling the lights shadow there. Also when rendering in MR you'll need to go to the render options and disable default lighting to enable your newly created lights.
there is also one thing that I missed (in my case) - some materials do not have Height or Normal channels enabled by default, so changing the blending mode for them doesn't work. After I enabling these channels it worked.
Neox: how are enabling the post process effect? I've tried messing around with it and it seems like the ppeffect editor lets you do more complex stuff but I've been told it can only be enabled via a script.
Yeah. I used that on the root of my grass cards to have softer transition. You can also enable dithered lod transitions to made the lod change less evident. These only work correctly when taa is enabled though.
When that checkbox is enabled, it forces the scene to use dynamic lighting so you don't need to build it anymore. That first build is to remove existing static lighting. Do you have that console command for 2 sided geometry enabled?
Unfortunate I agree. The solution for most people is to disable vsync and it removes the lag on mouse movement. OR keep vsync enabled but make sure triple buffering is enabled as well. The former worked for me and I got to keep vsync on fortunately.
When I disable / enable "Use Albedo Alpha" there is no visible changes in the viewport, and when I go to 'transperancy' view mode there is no visible change either