We have made some slight adjustments to the 'Tilt Brush toolkit' to accommodate how we work with those assets in the MOR
The MOR uses 'Linear' colour space which can make some brushes from Tilt Brush appear different than they do natively. To adjust to your liking, please duplicate the material you wish to adjust out of the Tilt Brush folder and into a folder alongside your assets. We have added an 'alpha multiplier' variable which is useful in performing such adjustments.
Many of the brushes that use a lot of fx can cause severe performance issues as in VR you can place yourself in a situation where there are many quads fully covering the whole screen. To help alleviate this issue many Tilt Brush shaders have had a feature to fade or shrink the effect based off of distance to the camera.
Tilt Brush .fbx exports can now be edited in a 3D editing application and brought back into the MOR
<aside> 💡 3dsMax may mess up colours on import?
</aside>
<aside> 💡 Maya LT has a low Max triangles export limit
</aside>
Import .fbx into a blank scene (Deleting default cube, Camera & Light is recommended)
Edit geometry
Export to a .fbx with 'tilt' in the suffix of the name. This is a 'hack' that we've added to the importer for the MOR as typically Tilt Brush exports a header in the fbx.
Make sure button on scale is unchecked and 'Apply Scale' field is set to 'FBX ALL'
Open in Unity. Either un-check 'import camera' & 'import lights' or as above, don't export them or have them in the scene.