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Also made some changes to the shader.
In VR, view dependent aspects can cause discomfort. So for example, the rim or the highlights can appear some what wrong depth wise since they're calculated based on view direction. As a result it causes distress to the eyes.
Man do I hate rigging and weight painting.
I'm pretty sure I have the spine... neck... hips... all in the wrong spots but of course moving them means re-friggen painting all the weights.
To bed!
Looking at it with different colors I can't help but tweak the line thickness some more.
Time to put a pin in the shader and go back to finalizing the model for rigging.
Man what a huge shader.
Metallic done.
Didn't use a matcap. Sampling a texture was giving me ugly banding. Opted to pump arbitrary light directions into a specular setup.
It's only going to be used on the zipper as is.
Bed!