Actually, I've been noticing some things (textures maybe, but what I noticed were HUD elements) were updating without quitting... I made a few changes out of the game with it still open, and I noticed after the next load screen that they had changed.
I know that Bethesda way playing with a "beta" feature near the end of Skyrim for "hot loading" plugin changes, so I guess they must've expanded on that.
When I do mesh and texture stuff I find that I can just alt+tab out and do my changes. When I alt+tab back in I will have to switch between two others and then it will apply. Meaning: When I make changes to a gun, I have to equip two other weapons before equipping the weapon with the changes. Then they are there. If it is a change to a weapon mod I only have to remove the mod at the workbench and exit the workbench. After my cahanges I can hop back into the workbench and reequip the mod with changes.
When I do mesh and texture stuff I find that I can just alt+tab out and do my changes. When I alt+tab back in I will have to switch between two others and then it will apply. Meaning: When I make changes to a gun, I have to equip two other weapons before equipping the weapon with the changes. Then they are there. If it is a change to a weapon mod I only have to remove the mod at the workbench and exit the workbench. After my cahanges I can hop back into the workbench and reequip the mod with changes.
When I do mesh and texture stuff I find that I can just alt+tab out and do my changes. When I alt+tab back in I will have to switch between two others and then it will apply. Meaning: When I make changes to a gun, I have to equip two other weapons before equipping the weapon with the changes. Then they are there. If it is a change to a weapon mod I only have to remove the mod at the workbench and exit the workbench. After my cahanges I can hop back into the workbench and reequip the mod with changes.
Check out the spec/gloss map for the matballs. Each sphere has offset UVs corresponding with the location on the texture. In the default spec that I supplied, lower left is 0/0 for gloss/spec and upper right is 255/255 gloss/spec. The environment map is used for the whole set, but you can experiment with the different maps to see how they interact with reflection and its blurriness.
*gloss is technically 'roughness' in PBR, but Bethesda's PBR is a little bit different, but the concept is still the same between the two. There's a difference in some of the shaders when Inspected vs viewed in the world as well from what I've seen.
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I know that Bethesda way playing with a "beta" feature near the end of Skyrim for "hot loading" plugin changes, so I guess they must've expanded on that.
I.e. on the bottom right ones, they are acting as mirrors and see what's behind you.
I ask because I've been trying to make a glowing version of the Nuka-Cola Cherry, but when "inspected", it seems to have that mirror effect:
*gloss is technically 'roughness' in PBR, but Bethesda's PBR is a little bit different, but the concept is still the same between the two. There's a difference in some of the shaders when Inspected vs viewed in the world as well from what I've seen.