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Geenz Spad

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  1. To the first part of the question: yes. To the second: outside of modifying windlight parameters, no.
  2. No one said anything about not being able to use different resolution texture maps on a surface, just you won't be able to get the same offset and scale parameters for each individual texture map in a material for the first version of materials. That's not to say that it won't happen in a future version however. There won't be anything that'll block this from being supported in the future, neither by accident or intentionally.
  3. Fullbright (or "emissive" as I like to call it) functionality is somewhat up in the air right now. Currently I'm considering the following approaches: A) Make fullbright objects accept a normal map, and only apply "shiny" lighting as it were to them like all other objects instead of having it handled as its own separate effect (since this will be a controllable set of parameters, it may make the most sense to go this route) B) Keep fullbright objects as-is, and follow up with a more comprehensive solution later for emissive materials
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