Reflective materials (cubemapped). I want my shiny metal. Support for diffusely convolved cubemaps via reflections (per-pixel cubemap mip selection) would be real nice. blurry metals ftw. Some type of vertex-color driven wind system (for vegetation, cloth, etc). Would be useful for videos of these types of assets, and many…
Yea, shadows are a bit jaggy as well. The autoreload function is amazing, you can be texturing in photoshop and have marmoset open on the second monitor, and just click over to it and the textures update without having to click anything. Its a great tool for realtime preview of textures. After using it for a few days,…
Here is an example, using tga (non hdr) vs print screen. You can see that the lighting is blown out on the rendered image. The lighting and bloom seem to be significantly bright.
Almost forgot, this is huge for environment artists, the ability to add decals with a blending mode / transparency. For example, when using alpha cards with grime so that it blends into the wall instead of sticking out like a sore thumb with alpha test.
Ah cool, there is an alpha in the targa. I guess the only thing it lacks is that the alpha doesn't include the bloom effect, which looks slightly odd since it is glowy but the edge is clean. I've also noticed that the lighting system for normal maps isn't optimal, perhaps due to the lightcubes? Smoothing errors will show…
Idea from the other thread I think this is a great idea. :) Also some more ideas :P* Having a separate user definable channel where you could pack a texture and choose which channel performs a particular function (R=Gloss G=Occlusion B=Height for example). Currently it pains me to use so many different textures when i…