「Dev talk:Source/Render/TextureWorkflow」の版間の差分
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2018年6月29日 (金) 04:44時点における最新版
Maybe filtering of textures be handled in a generic way to cover both bitmap AND procedurals? AFAIK BI does not filter procedurals and that shows as bad sampling on high frequency texturing. --ZanQdo
- This is more of a core render engine thing and doesn't really affect the UI. But in my opinion we should have filtering for procedurals, but you can't really unify that well, it's more a matter of getting it implemented for each procedural. --Brecht
On shading modes: Facial expressions are radically altered by light direction, making manipulating lights useful for animators in Open GL previews. i'm personally OK with switching to GE for this ability- the main thing is, even if we can't get close to the final render in realtime, it is not an all or nothing thing. Think about going from wireframe to solid, etc. All results in better feedback for artists. Getting light directions working even independently from textures/shaders would be useful. --BassamK