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Stingray/Interactive real-time shader cubemap improvements

Stingray/Interactive real-time shader cubemap improvements

Currently if you wanna real-time preview things in Nitrous Viewport with the Stingray/Interactive PBS, the cube map is material specific instead of global. This is tedious if you wanna change it for multiple objects in your scene with different materials. A global switch for the used real-time cube map would be useful.

 

Better yet, make the real-time shader take into account the Environment Map of the scene. Such consistency, much wow!

 

This is also necessary because the workflow for creating one's own cube maps for the shader is quite hacky at the moment. Converting a regular spherical HDR map to a global diffuse/specular dds format is tedious and involves use of several 3rd party programs. Increasing support for different types of cubemaps would do wonders.

 

Annoyances like this are what render the Stingray/Interactive PBS effectively unusable in Max viewport. I hope development in this field hasn't been completely abandoned.

 

 

2 Comments
electrotoast_old
Community Manager
Status changed to: Archived

Archiving this based on the lack of community support and that we don't plan on working on this in the near future. Note that Archive does not mean delete. If at a later time we do decide to work on this, we can change its status at that point.

electrotoast_old
Community Manager
Status changed to: Archived
 

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