

NotSure
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Environment Probes and Material Settings
NotSure replied to NotSure's question in Technical Assistance
Looks like I over complicated things, it appears I just needed to use the default.shader to achieve the proper reflection.- 1 reply
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I'm having problems trying to set up a material which is smooth and use the environmental probes. Like in this photo: Should I use: diffuse+normal+specular+env.shader or diffuse+normal+specular+parallax+roughness.shader It seems to want to use a random normal map if one isn't set. EDIT: After adding a flat normal map and spec, the shader is fixed(I guess you need defaults) but roughness still doesn't seem to make the environmental probe less clear.
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Thanks for the help, it does seem to be working for that person above. Yeah nothing fancy in the code just a basic test here. Maybe something going wrong with the fbx export from blender, but if that was the case I wouldn't think the object would be visible at all. window = Window:Create() context = Context:Create(window) world = World:Create() local camera = Camera:Create() camera:SetRotation(35,0,0) camera:Move(0,0,-7) local light = DirectionalLight:Create() light:SetRotation(35,35,0) --Create a model
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This is the structure, as simple as it gets.
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I thought that might be the case as well but getting child at index 0 returns nil so I guess it doesn't have children.
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I can't seem to get the surface of a mdl. Counting surfaces produces zero. Using an engine created model like Box does work just not loaded models. Anyone else have this issue? I assume it should be possible right?
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Ok, thank you! I didn't notice the "number rate" in AlignToVector can be used to interpolate. That will probably work and even simplify things.
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Hello! I'm porting some code written elsewhere into the engine and ran into some issues. Exposing some additional Quat functions in lua would be greatly appreciated. QuatFromEuler, QuatMultiply, QuatIdentity, Vec3RotateByQuat etc Maybe a Vec3Lerp as well. Perhaps these exist and aren't documented? Thanks!