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Minor issue, but the apollo_block2_SM uses a single emissive material for the entire model, while, as far as I can tell, only the outer shell polySurface59 and Variant_Shell actually use an emissive for the nav lights. just causes some one-time log spam for all the meshes that don't actually need an emissive shader. Just needs a bumped-specular version for the endcap and internal bay/etc objects.
Due to the paint switch setup, I don't think all the errors will be fixed, but it can probably be reduced to only one (the inactive paintswitch mesh).
The text was updated successfully, but these errors were encountered:
I think the shenanigans involved for allowing the paint switches to work on this part can be simplified, and likely don't require any materials to have undefined emissive maps at all. It was possibly made before B9PS had some of the newer features.
Minor issue, but the apollo_block2_SM uses a single emissive material for the entire model, while, as far as I can tell, only the outer shell
polySurface59
andVariant_Shell
actually use an emissive for the nav lights. just causes some one-time log spam for all the meshes that don't actually need an emissive shader. Just needs a bumped-specular version for the endcap and internal bay/etc objects.Due to the paint switch setup, I don't think all the errors will be fixed, but it can probably be reduced to only one (the inactive paintswitch mesh).
The text was updated successfully, but these errors were encountered: