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Any chance of PBR materials with A8? #478199
09/18/19 13:13
09/18/19 13:13
Joined: Feb 2007
Posts: 34
LUTZ
K
karmacomposer Offline OP
Newbie
karmacomposer  Offline OP
Newbie
K

Joined: Feb 2007
Posts: 34
LUTZ
Coming from other engines, some have PBR materials for better looking assets and textures.

Can A8 Pro utilize a PBR shader/material workflow?

Thanks.

Mike


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Re: Any chance of PBR materials with A8? [Re: karmacomposer] #478205
09/18/19 18:00
09/18/19 18:00
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
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Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Not really possible to do effectively, in a8 cubemaps do not have mipmaps, and you need them for image based lighting. I tried, stopped trying when i found out that's the case.


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Re: Any chance of PBR materials with A8? [Re: karmacomposer] #478227
09/22/19 21:43
09/22/19 21:43
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline
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Dooley  Offline
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Joined: May 2005
Posts: 868
Chicago, IL
I am not very familiar with PBR as a concept. 3D Gamestudio includes diffuse textures and allows you to modify them with normal and specular maps. It also provides a number of built in shaders for various effects. If you are using models to create your levels, as I do, you can use all these things in your game's levels. Also, there is an option to create mipmaps when setting the texture format in MED. I don't know if this answers your question or not, but maybe it will help.


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