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Hey @REDACTEDUSER Let's see if we can help clear up the confusion around AO Maps and Gloss Maps. I also have follow-ups regarding the material assignment problems your artist and designer are encountering. AO Maps We do not have true support for object-based AO maps, though you can get some information out of the Detail Map as you mentioned previously. With the Detail Maps, we only have 512x512 as a guideline for performance reasons, though by all means for your project you may need to increase the size. It's just a guideline in case you find you hit performance issues later, this might be one of the first things to check if you have a lot of large Detail Maps. But that being said, the Detail Maps are not really the same as true AO maps. We do have a Height Map Ambient Occlusion feature that is more of a global-based AO that works really well for outdoor environments. This still won't fit what your artist is looking for, but it's something else to look into if you still want some type of AO for your level. Gloss Maps Our workflow for Gloss Maps is a bit different since there is not a stand-alone texture map location in the materials. The Gloss Maps are stored in the alpha channel of the Normal Map, and for the Asset Processor to compress the normal map texture with gloss correctly for your game, it is recommended to use the "_ddna" suffix for the texture name. Material Assignment
- Just to clarify, which project/set of assets are the built-in objects that you are referring to? For example, if you're just using SamplesProject or if you grabbed assets from the BeachCity asset package.
- There may be a bug with the states of the buttons in the Material Editor in 1.8. I just did a quick test, and I'm seeing them as the lighter gray (which appears more like the active state) when I have nothing selected, but then they go to a darker gray (which appears more like the deactive state or not-usable state). Apologies for the confusion on this, I'll get a bug filed.
- Could you clarify if you are using the Brush system or Component Entity system for placing objects in the level, or if you're doing something else to try and assign materials to objects? I'm wondering in what case the material does not actually assign properly to the selected object, so it would be useful to have steps to reproduce the problem. Let us know if that helps!
Thanks, this has cleared it up for our dev team. I have posted this link in our slack.
Sorry to resurrect this question but Ambient Occlusion map is actually supported in illum shader youjust need to activate it in shader generation params.
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