1. What is a representation of Blender's "non-color" texture profile in Octane?
Should I set the texture gamma to 1.0 instead of the default 2.2 for normal/bump/spec maps?
2. OpenGL/DirectX normals.
Is there a chance to finally get an "Invert Normal" checkbox for normal maps that flips Y channel?
3. Spectron lighting. Is Spectron lighting already implemented for the Blender version?
If not, is there an approximate time when it will be implemented?
4. RTX. Is it true that Octane's RTX or RTX itself perform better with triangle topology rather than quads?
Thanks!
