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# How would you like the feature to work?
I work in the games industry and most modern games have some form of layered materials, that is, having the ability to use masks in conjunction with tiling m…
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**Not crucial for this PR, but something to consider over time?**
This may actually fail for published UDIM files from Substance Painter integration with the default template because …
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@Ariakim-Taiyo
Dear Ariakim Taiyo,
Do you have a map, or just a simple texture file for the crj-700? If you don't mind, I would like to support it, becaus it's one of the most precise cc aircraf…
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I looked yesterday only shortly at the visor (ingame) and I could not see the face of the kerbal, because the reflections are overwriting the transparancy.
I could adjust the reflections intensity …
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**Is your feature request related to a problem? Please describe.**
I'd like to disable Pyblish (and potentially even OpenPype Logger logs during publishing) printing its logs into the Host DCC (e.…
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Autodetect Textures Workflow was added #137, and now with #399 it is broken - there are no more Texture Slots to fill in 2.8. To be clear about what feature I mean:
1. Instead of unchecking Autodet…
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http://steamcommunity.com/profiles/76561198057028073/myworkshopfiles/?appid=252490
???
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### Tested versions
v4.3.dev6.official [89850d553]
### System information
Godot v4.3.dev6 - macOS 14.4.1 - Vulkan (Forward+) - integrated Apple M1 Max - Apple M1 Max (10 Threads)
### Issue…
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I'm not sure if I'm just missing it somewhere, but I'm using a 16 bit grayscale (height map) png as the input, but still getting an 8 bit rgb output. Am I just missing something, or is it not capable…
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The spec/gloss formulas are [detailed in this section](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness#specular---glossiness) and were [also…