I cant remember if i've brought this up but have the problems with metalness been reported yet? for example, if you have a dark surface like paint, and you want to add a thin scratch to this which breaks the paint and shows the metal underneath, you get a white outline around the scratch. I can set up an example tomorrow…
I have a question and I'm not sure if it's already asked so, there: Any plan for a node tree system for texture like UDK4 or 3ds max does? that would be really fantastic ! :D
Thanks for the suggestions. This is likely possible, however unless we get a lot of people asking for it its unlikely we will add it. Now, we will likely add some sort of render pass functionality at some point in the future, which would allow you to achieve the same sort of effect in photoshop. Thanks for the suggestion!…
Hi toolbag developers! I like toolbag and have a couple things to look at. The first one is feature request: Often when your model is in progress you need to look at pure color of your maps: albedo, spec, gloss, etc.. so if there would be an option to quick switch between render modes to see pure albedo, spec, gloss..…
Would it be possible to consider a semi-offline approach for some more advanced render stuff like raytracing reflections and better AO? (non-screenspace) Something along the lines of BPR from zBrush. Itd really help get some super nice stills out of marmoset since the screenspace implementations for AO and local…
here are a couple feature requests that came up in the last few weeks: - global toggle for mip map and filtering switches that affect all textures in the scene. for getting crisper renders when zoomed out - display mesh data (triangle count, etc) for multiple selected meshes, same for selected folders or groups too (summed…
Thanks for the suggestions Do you mean in the viewport or in captures? A workaround that I do is to max out sampling and render very, very high resolution and then size down. The higher resolution you render, the better SSR looks. Unfortunately we looked into this and it isn't something that D3D11 does natively (line…
a few notes from me, having worked with toolbag quite a bit over the last year or so - merge scene: i mentioned this before somewhere here but to emphasize again - this would be really helpful and my top most wanted feature. right now if i have several scenes full of assets to merge those there's no way other than going…
Thanks for the feedback, I'm going to break this down a bit as its a rather complex topic. First off, TB2 most certainly does have HDR specular reflections, to be honest I'm not sure why this is even an option to turn off in 3Do (its always on in TB2). I think the big difference you're seeing there is due to the fact that…