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karonteCustomer
Perfect “ALL” channel to 1 was the right way ( I used only Normal to 1 until now as in my render engines). It seems very close now. The only difference that I feel, is the “specular” look. It seems that Verge boost specularity. So I mixed to 0.5 the black with the AO used for reflection color.I know that this is not “physical” but it’s the only way I found to get close to painter.
MR
karonteCustomerthanks. yes of course I always use 1 for Normal. I will try also for other maps. Any other specific parameter in verge? gltf2 has to be checked?
Thanks.MR
karonteCustomeryes! it works!. thanks
MR
karonteCustomerThanks for Sharing! it could be useful to have more advanced HTML tutorial for more complex interfaces. thanks again
MR
karonteCustomerYESS IT WORKS!! I thought that 3dsmax materials are “baked” AO+Diffuse. With your trick, I can do what I want… but, what about performance? Here I have 2 materials blended with textures and not 1 material with an Ao texture(as my previous screenshot from Unity). Anyway, this can help for now. Many thanks.
MR
karonteCustomerThanks for the quick answer!
It’a compositing…ok. But it’s not what i would like…I thought there was an AO channel …:(AO channel is important because if I want, for example, to change Albedo(color or texture) “realtime” by code, the AO channel will remain the same. Like standard PBR materials in substance, unity( in attachment), ec… Can i Put AO with code?
MR
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