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Vortex Engine v3.4.14 — Glowing lit materials, sharper terrain
Vortex Engine v3.4.14 — Glowing lit materials, sharper terrain
Four rendering bugs reported by @patii132, and two more found on the way.
- Lit materials glow. A StandardPBR material with an Emissive colour and strength now glows on top of its shading: lit windows, neon, screens and lamp globes keep their highlights, fade into fog and feed the bloom. An emissive map multiplies the glow per texel. Metal, Vulkan and DirectX 12. Unlit materials keep glowing with their base colour × strength, and the Material Editor and the
set_material_propertiestool now say so. - The UV offset works. A material's Texture offset was saved but never applied. Every map now samples
uv × tiling + offset, live from the Material Editor, so one texture can serve as an atlas or be cut into strips. - Reflections turn with the sky. A sky set with
Sky.SetTexture(path, exposure, rotationDeg)turned the skybox but not its reflection. Metal, wet sand and lakes now mirror the sky you see, and a sky spun from a script needs no re-bake. - Sharper terrain layers. Layer maps larger than the terrain atlas are now area-filtered instead of sampled once per texel, so 4K ground textures no longer sparkle. The Open World sand is one of them. The new Layer Resolution setting (Auto, 512, 1024, 2048) chooses the atlas per terrain, and the console names every map it shrinks or enlarges a lot.
- DirectX 12 water shader fixed. It used a sampler it never declared, so the shader compiler rejected it.
- No crash without shadow maps. With
VORTEX_NO_SHADOWS=1, or on a device that cannot create shadow maps, the first frame crashed.
Three new smoke checks (lit emission, uv offset, sky reflection rotation) read the rendered picture on Metal and on DirectX 12 in CI.