I'm looking at using Ogre for some upcoming personal projects, with the intention of demonstrating it's applicability for use in the company I work for. I work in the simulation industry and am quite keen to use Ogre based on the visual fidelity and open architecture (I've been doing some of the tutorials and have been impressed with the simplicity of it, good work guys!)
I am a software engineer (C++) in my real job but also have a degree in games art so am quite well versed in both subjects.
So, the questions I had are:
- PBR/PBS - I will want to be making sure we use a PBR pipeline for all rendering looking into the future. What version of Ogre is PBR implemented in and is there a definitive reference page regarding how to configure it?
- Substance Designer - A lot of our artists use Substance designer, as do I. Is there any support for substances in the later versions of Ogre?
- Helper objects on models - This one is a bit more specific. In 3ds max it is quite common practice to link 'helper' objects to models and then reference them in code. For examples sake, we could use a helper object on the top of a characters head that signifies where the hat entity should be attached. The question is: Is there an easy way to access such 'helper nodes' via the Entity class? Would they be exported as subMeshes?
This one is quite important as we will be using these a lot for things like linking telegraph poles/fences etc.
PP