Sebavan Posted November 25, 2018 Share Posted November 25, 2018 This is a tricky one as they need to be preprocessed to work accuratly with the PBR roughness. We had a shot at it but the results where not convinving enough compared to Lys or IBL Baker. That said doing the job would allow Reflection Probe to be use with PBR rough materials and that would be awesome. I have this on my todo list since ages like cascaded shadows but always have a higher priority dev atm (Like migrating to modules). I wish there would be more than 24h in a day or that we do not need to sleep ? JCPalmer 1 Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted November 28, 2018 Share Posted November 28, 2018 Something that anyone who could do this has probably already seen. Parallel Shader compiling. Anyone aware of this? Quote Link to comment Share on other sites More sharing options...
Sebavan Posted November 28, 2018 Share Posted November 28, 2018 This is already in to be ready once fully released ? JCPalmer 1 Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted November 29, 2018 Share Posted November 29, 2018 Ah, since before 4.0.0-alpha 1, Oct 2. Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted January 7, 2019 Share Posted January 7, 2019 On 11/25/2018 at 11:29 AM, JCPalmer said: Are .hdr files going to be added as valid input to HdrCubeTextures? Using DDS containers seems odd in the face of an actual file format for this purpose. Is there a WebGL problem being danced around here? Blender does directly support .hdr files for enviroment textures & their implementation of a skybox. Pretty sure a DDS file is not going to work. Trying to get something which will directly export that both sides actually use. Did this just get implemented, or after 11/25? Quote Link to comment Share on other sites More sharing options...
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