Not currently, but I'll add a vote for it to the suggestion list. This can be sort of finicky but you can do it. You need to drag to right in between the two objects, and the little UI element should snap to the upper level in the heirarchry when you have the position right.
maybe you could add a material flag that says blended materials should write to depth for final depth-fx. So you render them without depth-write for the color, but then again with depth-write on for the depth-buffer (if flag is set?). "treat as solid", or so.
A little table diorama I am working on inside TB2. Still a WIP. Some of the items are still in a blocky stage like the machete, compass, and makeshift crisco-can-candle. Definitely will add some more small props as well as my molding trim for the wall etc.
Yeah, we've got a few more things we would really like to add to make Toolbag more powerful for environment artists, hopefully we can all the cool stuff in at some point. The scale mesh is roughly human sized, I think 2 meters tall.
After a discussion about how to make a carbon fiber material in TB2 from the 'How u make dem mats?' thread, something I'd love to see is the ability to add multiple secondary speculars. I'm not sure how feasible it would be from a programming standpoint, but it would be super handy for making materials that have things…
Joeriv and Earthquake already answered this, but consider compression, which will almost certainly be applied to the textures we see in-engine. The more gradients, the more noticeable the compression will be. I'm guessing you thought more gradients = less banding because in this specific case (a cube with smooth normals)…
instead of real refraction, would it be possible to add some sort of fake pixel distortion based on normal map with a setting to increase/decrease distortion and ability to blur what ever is seen through that surface? realtime blurring is already happening with DOF, this would be masked blurring seen through a material.
i would use dithering for that as well, Slosh (or even add would work with the right textures). if you use dither, set the scene resolution to 2:1 ratio, and then render out at a really big screen res. when you resize down afterward you shouldn't notice the dithering.
Are there any plans to add more post effects and such? It'd be super cool to have things like lens dirt similar to this demo: http://www.polycount.com/forum/showthread.php?t=133840 Lens flares similar to the ones available in Unity would also be rad: https://docs.unity3d.com/Documentation/Components/script-Bloom.html
Not completely sure what's going on here. -The glass in 1 mesh: works fine (not in the screenshot) -Detaching the glass to use the "add" transparancy: I get this sort of 8 sided reflection with "local reflections" on. (left side on the image, right is with it off). Glass itself, and the cylinders around it, have atleast…