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  1. perfect. i'll begin trolling immediately.
  2. Question: Do you guys have a discord/slack channel that i can hang out in?
  3. toolbag 3 supports animations via geocaching, so while it won't natively run the animations, if you export the mesh + whatever test animation as fbx or alembic, you can view them in toolbag. that said, viewing animations is to see how a mesh deforms, not how a texture looks. if you want a solid PBR renderer to look at things before exporting to engine, that's what it's for. it's specifically designed to be middleware for pre-vis and lookdev while working in the iteration stages. oh and because it bakes textures (in realtime!!!!!!!!!!!) it's fucking awesome. anyway, all i'm saying is: upd
  4. haha awesome dude! now for the fun part: Spherical harmonics
  5. hey sorry, been at uni all day: Xycaleth is correct.
  6. Since you'd just multiply one with the other in the shader, it makes more sense to do it directly in the texture, to avoid an additional texture call or using a texture channel you could reserve for something else.
  7. Also these: https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/ <--- practical application https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/ <--- education on PBR theory (very useful to artists, but can get techy) https://www.marmoset.co/posts/pbr-texture-conversion/ <--- if you want to (try to) convert older assets to current gen, may be more work required than what's in the doc though. So the frostbyte guys have a "special" type of AO map, where they make the occlusion angles highly accute, which causes much tighter shadows i
  8. you should rename the Specular RGB map to something else, Reflective or Microsurface would be better. Specular has an actual defined term in current industry usage. If you're using metal masks (which you are), then reflectivity = lerp(0.04, albedo.rgb, metalmask). if you're using a specular map, then reflectivity == specular.
  9. Also, not sure of how your system is set up, but a common method of storing AO at the moment is to put it into the red channel of a packed texture map: Red = AO G = Roughness B = Metallic (not sure if this one applies, does your shader system use metalness or specular for reflective input?)
  10. NO NO NO NO NO!!! AO is AMBIENT occlusion. it masks the AMBIENT contribution in the shader pipeline. by applying it directly to the albedo, you're basically sticking a finger up to the PBR system which is specifically designed to give you consistent lighting, by saying "i want permanent shadows in this exact position, fuck where your lights are".
  11. Ah, okay so it's just a bent normal map, something i (character artist) give no hoots about
  12. just curious, but wtf is "delux mapping"?
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