V0.9.10
Please don't use this release, it seems to break some skinned meshes, use V0.9.9 instead for now
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Exporting combined meshes now produces a valid GLTF.
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Fixed a bug in the PBR shader assignment script that would always pick the
orm
texture pattern for normal maps. If you now want to combine occlusion, roughness and metallic, you should use_orm
in your filename. -
If a PBR shader is found in the workspace, that one is used instead, so that everything can be stored in the workspace.
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The PBR shader will now apply sRGB conversion to the PMREM maps by default. Note that you often will want to disable this when using a DDS that is linear. However, Maya doesn't support HDR cubemaps. In the future we will support RGBM 8888 encoding so Maya can have HDR with standard DDS maps.
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Added a flag in the PBR shader to flip the Z direction of the PMREM lookup vector. This seems to result in correct mirrored reflections when using DirectX DDS cubemaps. Enabled by default.