GameMonetize Posted October 18, 2015 Share Posted October 18, 2015 I mean: does it look unnatural? Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted October 18, 2015 Share Posted October 18, 2015 Generaly when creating textures, we start by setting the tiling value to adapt the map to the objet's scale, and then we adjust the offset to correctly position the map (usually to find the best position to avoid a too much visible repetition), so your changes make sense to my ears. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted October 18, 2015 Share Posted October 18, 2015 excellent:) Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted October 18, 2015 Share Posted October 18, 2015 Argl... I need to investigate more but unfortunatly (for me ) it sounds like that this change is not the guilty one... I tried your suggestion to force use the old computation method, and... that didn't fixed my materials problems.According to the BJS releases dates I'm using, the culprit commit should have happened in the last 6 or 7 days, whereas this commit for the uvscale is 24 days old (I've just noticed that fenomas targeted the commit id in the very first post). I'll go to sleep to be able to check all of this with fresh eyes and well rested brain tomorrow. Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted October 19, 2015 Share Posted October 19, 2015 Ok, I found the problematic commit. It's related to the change of the reflection channel in the shader, I'll continue this discussion in the related post. Quote Link to comment Share on other sites More sharing options...
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