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#1 (permalink) |
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New Artist
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Environment uber shader requests?
this is a repost of a polycount thread
Hi everyone I recently more or less finished my generic BRDF shader for maya. There's other features that might be interesting but then it will start to be a little messy. I was thinking of building up another shader specifically for environment purpose. That might be useful, especially maybe with the unearthly challenge coming up (seems that unlike DW shader and offline rendering are accepted right?). So I was wondering what features would be useful. Here's a list of ideas. Please tell me which ones would make sense and don't hesitate to add requests - multi point lights with attenuation - directional light (sun) - cubemap ambient ? - hemispheric ambient ? - textures blending using vertex color - detail maps - auto uvs generation (according to world position) - light map on separate uv set - vertex color lighting - radiosity normal mapping ? - relief mapping ? - ... thx for your feedback ![]() cheers |
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#2 (permalink) |
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Game-Artist.net Admin
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those are allot of fancy maps and channels there... with UC in mind this will indeed come in handy. If i'd have to request anything beyond the regular maps, then i'd pick double normal maps. One for the actual normal map, and one for a detail normal map (if the player goes up close)...
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![]() Jeroenmaton.net - Scetchbook Thread - 3dsMax Viewport Shader - Ten Texturing Tips - Supports good crits - |
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#6 (permalink) |
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New Artist
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Alright people here's a first version
![]() The shader supports a lot of feature already. It is build around the ability to blend textures, so it's basically done for a terrain. I'll do a 'light' version later on so that you can use the same lighting solution on props. ![]() Here's a rough sample of texture blending, I'll do a nicer one for the release ![]() ![]() The shader supports 2 lamps at the moment but it should be easily scalable to fit your needs (in your card's pixel shader capacity) ![]() Here is the current parameters layout ![]() There is no RNM, POM, specular attenuation, cubemaps nor checker at the moment. You can try it here http://www.mentalwarp.com/~brice/dow...nd01_BETA.cgfx I remind you that: This work is licensed under a Creative Commons Attribution-Share Alike 3.0 Unported License Creative Commons Attribution-Share Alike 3.0 Unported Do I need to mention that feedback is encouraged? :P |
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#9 (permalink) |
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Game-Artist.net Admin
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looks quite impressive. Makes me a bit sad i'm not using maya. If I find some time, can i convert it to a version that works in max to? I had a quick look, i don't think it's more than changing some of the syntaxes for the input...
nice work! ![]()
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![]() Jeroenmaton.net - Scetchbook Thread - 3dsMax Viewport Shader - Ten Texturing Tips - Supports good crits - |
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#10 (permalink) |
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New Artist
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Should be pretty easy
Christoph Kubisch (CrazyButcher) did a port of my first shader here: Luxinia Engine | ArtTools / 3dsmaxFXYou need to pay attention to the way of fetching camera position, encoding of normal map and cubemap and the world space axis differences (especially for the procedural uv set and its generated tangent and bitangent). Vertex color edition is a pain tough, but that can be helpful ![]() |
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