Got @gentoo installed on my 'Lemote yeeloong' laptop, surprisingly easy to install. And it has a fully useable desktop straight away.
Finally fixed a but I've been fighting for a day, now the roughness map exports as it should in my blender PBRT exporter. 'Matte' and 'glass' materials are now working with the new code. Now I have it all solved and can update the rest of the shader export code. #b3d
Fixing bugs in my #blender #pbrt exporter, and adding some features. Currently testing each shader to make sure they behave the way they should when rendered. some values are still causing the render engine to crash when it has rendered for a good while. At least I can reproduce the bugs and get them posted in the pbrt bug-tracker later on. I also have to go through each shader and make sure they have the correct default value and min/max settings and such in the custom blender shader nodes.
I now export the environment map or color in the PBRT exporter. Small but important feature, in my previous tests it was hard-coded. I try and fix one feature each night I have time for coding. #b3d
I'm happy to say that I got my PBRT exporter working in Blender 2.8, so now I'm switching over. I'm lagging behind on releasing it, but it'll be my focus each night this week. #b3d
Today I'm playing Dominions 5 , fantastic game.
Here is the same one with U and V roughness, gives impression of frosted glass. I like this effect. I'm adding the support for that texture as well now, nice for making frosted logos on glass and such. #b3d
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