![]() ![]() This is especially noticeable with rougher surfaces.ĭithered transparency uses an alternate technique, which is a mix of alpha blend and alpha test. GGX support uses an approximated method (for performance reasons) which does not match as accurately as Blinn-Phong. ![]() Metalness maps will be converted to standard reflectivity maps (specular workflow). Not all effects are supported at this time. Roughness maps (invert checked) will be converted to gloss maps.Īlbedo maps authored for the metalness workflow will be converted to standard albedo maps (specular workflow).ĭota content is converted to our standard shading model. Only UV Set 0 is supported, Detail maps which use UV Set 1 will appear incorrect. Object space maps are not fully supported.ĭetail normal maps are baked down to the primary normal map which may result in significantly reduced resolution. We plan to add support for more items on this list in the future. This is a list of the currently supported shader models and texture inputs. ![]() It’s important to note that lossless normal maps can significantly increase the size of your Marmoset Viewer file. Scenes with large or many textures will increase file size and bandwidth use and may not run well or may even crash on lower end devices like tablets and phones.īeginning with the Marmoset Toolbag 2.08 update, we’ve added an option to export high-quality, losslessly compressed normal maps. Unreasonable: Textures are capped at 4096×4096 with high quality compression.High: Textures are capped at 2048×2048 with medium quality compression.Low: Textures are capped at 1024×1024 with low quality compression.The texture quality options in the export dialog determine compression and resolution, with the following maximums: Texture content is converted to a standard shading model, which is why you will see your textures displayed as reflectivity and gloss even if they were authored as metalness and roughness. On export, your scene content is compressed to minimize the file size. ![]()
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