Code to convert ss-bump maps to normal maps has been implemented, courtesy of rob5300
WorldVertexTransition
Two-layer detail
Support for one or more detail layers have been added
Loading SS bump maps
Now calls to load and convert ss bump maps if any
BlendModulateTexture
Now loads $blendmodulatetexture's to add detail to blending between two textures, using a texture instead of a linear blend
New
Old
DecalModulate
Proper implentation
Instead of using a pBSDF and plugging in the texture, the texture is now set to Non-Color, scaled by two and plugged into a Transparent BSDF for a proper implementation.
New
Old
LightMappedGeneric
Support for detail
Support for one or more detail layers have been added
Loading SS bump maps
Now calls to load and convert ss bump maps if any
New
Old
detail.py
Support for two layer detail
A new function was created to handle the second detail layer, if any. Called by self.handle_detail2
New (dz_sirocco)
Old
utils/texture_utils.py
Proper reusing of textures
Texture paths as posix are now saved as a custom property. When calling check_texture_cache, it will go through all images and check if an image has the same path. If true, then reuse.
BlenderVertexLitGeneric
$DetailBlendMode0
Proper implementation. Detail textures are scaled by two and then multiplied onto albedo
Removed default envmap
The default envmap messed with creating asset previews for objects. Instead, an input for an envmap mask has been created on VertexLitGeneric, and a new node group was added to map out the environment map.
New
Old
Suggestions
Store skin groups as material bpy.data.materials instead of strings. This works with a dictionary as a custom property and is better to use when exchanging skins.
General
Self-shadowing bump maps
Code to convert ss-bump maps to normal maps has been implemented, courtesy of rob5300
WorldVertexTransition
Two-layer detail
Support for one or more detail layers have been added
Loading SS bump maps
Now calls to load and convert ss bump maps if any
BlendModulateTexture
Now loads $blendmodulatetexture's to add detail to blending between two textures, using a texture instead of a linear blend
New
Old
DecalModulate
Proper implentation
Instead of using a pBSDF and plugging in the texture, the texture is now set to
Non-Color
, scaled by two and plugged into a Transparent BSDF for a proper implementation.New
Old
LightMappedGeneric
Support for detail
Support for one or more detail layers have been added
Loading SS bump maps
Now calls to load and convert ss bump maps if any
New
Old
detail.py
Support for two layer detail
A new function was created to handle the second detail layer, if any. Called by
self.handle_detail2
New (dz_sirocco)
Old
utils/texture_utils.py
Proper reusing of textures
Texture paths as posix are now saved as a custom property. When calling
check_texture_cache
, it will go through all images and check if an image has the same path. If true, then reuse.BlenderVertexLitGeneric
$DetailBlendMode0
Proper implementation. Detail textures are scaled by two and then multiplied onto albedo
Removed default envmap
The default envmap messed with creating asset previews for objects. Instead, an input for an envmap mask has been created on VertexLitGeneric, and a new node group was added to map out the environment map.
New
Old
Suggestions
Store skin groups as material
bpy.data.materials
instead of strings. This works with a dictionary as a custom property and is better to use when exchanging skins.