- 2019-12-17 at 1:42 pm #22038Yuri KovelenovDeveloper
It is now possible to use 1) occlusion and 2) roughness/metalness textures in the PBR shader. The latter is based on Arnold’s aiStandardSurface shader (prior Maya 2020), or StandardSurface (in Maya 2020). Previously only numeric values were supported.
These textures can be easily created with specialized software such as Substance Painter. A demo called “PBR” (aka “Darth Suzanne”) has been added to distribution to show out how this works.
New material settings are available: Alpha Mode, Two Sized, Depth Write, Depth Test, and Dithering.
Dynamic shadows are now supported. You can use the following Maya settings to enable and tweak them: Use Depth Map Shadows, Resolution, Filter Size, and Bias.
Texture transforms are now supported including Offset, Rotate UV, and Repeat UV. We used the Repeat UV setting to tweak the material in the Simple Configurator demo.
We supported Maya camera’s point of interest which serves as orbiting point for Verge3D camera.
We improved the consistency of rendering with the default light. We also fixed crash when importing scenes in formats such as FBX.
We started writing documentation. At the moment the following pages are available:
Get the second alpha build from here: https://www.soft8soft.com/get-verge3d/
- This topic was modified 7 months, 3 weeks ago by Yuri Kovelenov.
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