That's a good idea. But do you mean with or without megascan content? Because the texture inputs load directly from megascans, so you could simplify them to request an external texture if you wanted a totally standalone tool. You'd also have to redo or remove the presets that use megascan textures if that's the case.
I would like to have the textures tile a bit better... It's annoying to have big square of textures in the maps =S But I guess thats a megascan problem?
That's amazing, I'm really happy to hear that! I honestly use DDO everyday on my job, and it runs smoothly on my Surface Pro 3. Higher quality megascans is the only think I'm asking and I'm so happy that they are coming! Keep on the good work guys! I'll send you some of my materials! They are mainly guitar amps materials,…
I was wondering as well if when the Megascans kick in, will they be better quality? Because the tiling on the ones that ship with DDO is quite bad... It's nearly unusable when you want to add a Dust layer and you're trying to scale the texture down and you've got these massive obvious repeating patterns in the texture. I…
@Hugojackson18 - In the full release of DDO all the materials will be updated and tile a lot better and the general quality will be higher! The currently available materials have a quite small sample size (1mx1m) because they are made for more detailed-texturing. It should be noted that for the Megascans library the…
Here is some information about megascans from another thread: It depends a little on the resolution: for an 8K material with 8bit maps and 32 bit displacement/bump it's around 350MB per material. An object scan with 8K maps (+32 bit displacement) and ztool, highpoly and LODs is 700MB. Around 80MB per material for 4K, and…