I read an article a while back on their renderer. They do some of their radiosity, shadows and other “ray casting type features” over a number of frames - you can see it when you spin. When it stops it visually improves the render. Thats not really something you want in a realtime game … but its great for showing off models.
I’ll dig up the article. I used to do alot of threejs rendering, and sketchfabs renderer always impressed me. But yeah… need to remember use case
Oh. btw. Def want to build up a way to make a nice render scene. So TAA is def a good idea. Im probably going to make some design docs, because I kinda want a “basic nice renderer” that works within the editor without too many hassles/problems for the use. Ideally something that people can customise to their own needs later. But I kinda want the asset pipe to support the default materials as well - it makes it a little messy. But I have a couple of ideas that should make it work ok.
One soon to be added feature (next week I think) is custom materials. The user can provide custom materials to map to Blender materials, and then it generates the asset set with the correct meshes and go’s with the custom materials - should be quite easy to do, but will allow alot of flexibility for people.