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Computing MIP Levels From Specular Power/Roughness To compute MIP level from specular power/roughness you need to have the number of MIP levels in the cube map available in your shader. If you are developing in HLSL then you can get hold of it using GetDimensions() and if you are using GLSL then you can use textureQueryLevels(). If you are developing in a shader language where you do not have acce
General system requirements — This page regroups the system requirements for the Substance 3D offer https://www.adobe.com/products/substance3d/3d-augmented-reality.html.Import and export formats — This page gives an overview of the file formats supported by each applications at import and export time.Legacy versions — Legacy versions are Substance 3D applications compatible with the legacy license
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