OMG...thank you. I've only been using this site since the beginning. HOw I got fixated on the little pic in the description is beyond me. lol. I blame covid-brain. It's definitely a real thing.Try right click on Download button and save as the pdf file.
rofl.....that is what you looked at. I thought maybe you had some crappy default PDF viewer or whatever, but for that AlexV's suggestion made sense as well.OMG...thank you. I've only been using this site since the beginning. HOw I got fixated on the little pic in the description is beyond me. lol. I blame covid-brain. It's definitely a real thing.
No....just me being an idiot. some days I wish I could start over. lol.rofl.....that is what you looked at. I thought maybe you had some crappy default PDF viewer or whatever, but for that AlexV's suggestion made sense as well.
The thumbnail thingy is there because this was originally EarlyAccess, so you needed an idea what you would get without actually getting it, hence thumbnail
This has now been fixed in Essentials.15, see:@AlexV @FCG Burned some 5-6 hours between yesterday and today on this. Sadly, no dice. I think it has something to do with the spherical harmonics setup just being copied from the Museum sky. So the diffuse you get is from that sky. I tried to compute my own values from the cubemap, but for some reason that just results in some uniform yellow'ish diffuse lighting that seems unrelated to the actual cubemap. Not sure what's wrong with it. If anyone wants to continue tinkering with this, I added the following in the UpdateSky method of SkyMagicLoader:
This may be something rather stupid, but I don't see it.C#:Cubemap cube = mySkyProbe.customBakedTexture as Cubemap; int miplevel = 0; int mipsize = cube.width; for (; miplevel<cube.mipmapCount && mipsize > 8; ++miplevel) mipsize /= 2; Cubemap copy = new Cubemap(mipsize, cube.format, false); for (int i=0; i<6; ++i) Graphics.CopyTexture(cube, i, miplevel, copy, i, 0); Destroy(copy); mySky.CustomSH = null; mySky.SH = new SHEncoding(); SHUtil.projectCube(ref mySky.SH, copy, 0, false); mySky.SH.copyToBuffer();
Hello @MacGruber may i ask if anything change with realtime reflection probe, ive created such in unity, export as cua, load in vam, add your loader, if i checked show preview in sphere it show it correctrly, but not have effect on person or its clothes. So as i watched through this thread seem that its coused by Marmorset Shaders. Is it still unresolved or i miessed sth?
Is it not possible to change shader for clothes for Standaard or Standard double sided with script? like vamierfier do for CUAs?
im not sure what is correct configuration.Nope you cannot change VAM's shader as you'd need several includes to handle light and vertices computation for the skinning system.
The realtime probe should work alright from what I know from my last tests, have you verified that your probe configuration is ok?