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SpaceRay
SpaceRay

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From what I have seen that Ultraforge will not be the same thing as Filter Forge, I may think and guess that the answer for this may be NO, but as I do not know surely, I am asking.

So may you be able to create PBR with individual rendered channels for making 3D textures in Ultraforge?

Would it have also have artboard support and animation in Ultraforge as it has in FF 12?

I know that Ultraforge is not the same as FF so it may be that it may be focused in other different things and not like these

Thanks very much
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Vladimir Golovin
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SpaceRay wrote:
So may you be able to create PBR with individual rendered channels for making 3D textures in Ultraforge?


Ultimately yes, but it may not make it into the first version. Also, having the ability to output individual channels (albedo, smoothness, normal) and having the ability to render them into a single lit texture, the way FF does it via its Result component, are two separate problems.

The first problem (the ability of a GPU function to output PBR channels) is already being worked on.

The second part, however, with lighting and rendering, is a more interesting thing. Thanks to the rich type system of Ultraforge, we technically have the ability to implement lighting in a node-based way -- that is you could have nodes for point lights, directional lights, skybox, HDRI map, and nodes for combining them (basically adding and subtracting light). The resulting lighting could be fed into some renderer node that could take PBR textures, lighting, some parameters (anti-aliasing etc), and produce a bitmap -- which you can then plug into other bitmap processing nodes. All this, however, is a lot of work.
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