{"id":2075,"date":"2018-06-15T03:04:13","date_gmt":"2018-06-15T03:04:13","guid":{"rendered":"https:\/\/www.migenius.com\/?p=2075"},"modified":"2018-06-15T03:04:13","modified_gmt":"2018-06-15T03:04:13","slug":"whats-new-in-realityserver-5-1-update-251","status":"publish","type":"post","link":"https:\/\/www.migenius.com\/articles\/whats-new-in-realityserver-5-1-update-251","title":{"rendered":"What’s New in RealityServer 5.1 Update 251"},"content":{"rendered":"
RealityServer 5.1 Update 251 has just been released. It’s mainly a bugfix release but adds a few nice extras that several customers have asked about, including a PBR MDL material, Iray Viewer loader and commands for manipulating measured BSDF data.<\/p>\n
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Quite a few users are coming with content from workflows that use the standard metallic roughness or specular glossiness PBR style material model. For example software such as Unity, Unreal Engine and various web based engines often use this strategy. Because users often take hybrid approaches, combining RealityServer with these technologies it is helpful to have a basic PBR material available. You’ll find the materials in the mdl\/migenius\/pbr.mdl<\/em> file.<\/p>\n The material only provides the basic PBR reflection model. It does expose the normal since maps are often provided for that but if you wish to add cutout, displacement or other features you should feed the PBR material into another material which adds that functionality. For example the add_cutout<\/em> material from the NVIDIA core_definitions.mdl<\/em> module.<\/p>\n<\/div><\/div>