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Would it be possible to add support for Roughness maps? I have frequently used this tool over the past few years, but lately I have been doing more things with PBR workflows, so I was wondering if it…
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Having blur/roughness calculated by per pixel roughness but also affected by ray distance (like UE4 does) would be amazing. Doesn't need to be fully physically correct I guess.
Rbn3D updated
9 years ago
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We can use height as AO for free. We can use per channel AO and strength. I'm currently experimenting with it on our many textures and so far it's something we'll definitely be using on most of our te…
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Dear colleagues,
I'm having some problems when try I to run my WNTR simulations with parallel processing. In sum, I'm trying to run a Water Net (".inp" EPANET file) and compute some parameters from…
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This issue is meant to keep track of which features are currently missing in the 3D view:
- [ ] Fin cross-section
- [ ] Fin fillets
- [ ] Rendering of cluster mounts, see #137
- [ ] Roughness - …
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https://3dstreet.app/#/scenes/d1f54dc8-2aa1-4de9-8349-677d67b334ee.json
This street has an invalid value for position that includes NaN for `x` value:
```
...
{
"components"…
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See comments in #31. It's worth the community having a discussion about recommended practice when the thickness of a slab is not much greater than its roughness.
- when roughness is large is micros…
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Many other renderers that use PBR look to work on a Metallic and Roughness workflow, i feel adding this to Sparky could be useful for people coming from these engines along with many assets being made…
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Hi Mika!
Da gibt es leider einen Fehler in der Matrix-Methode, den wir nun, nach vielen, vielen Jahren, die wir sie schon benutzen, auch endlich mal gefunden haben :)
Folgendes:
in mm_numba.py …
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In accordance to:
https://github.com/QGEP/QGEP/issues/727
The roughness is imported like this in SWMM: COALESCE(re.wall_roughness, 0.01) AS roughness,
I propose to optimize the import to SWMM:.…