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Old 08-07-2009, 02:01 PM   #81 (permalink)
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Hey Xoliul

First of all, great Shader. Thanks a lot for creating something like this

I'm currently trying to get something going with it. Right now almost everything seems to work just fine. Only, When I was rendering before, I used one map for both specular color and specular level.

As far as I can see, I can only use specular color in this shader. Is this true, or am I just missing something?

Thanks in advance
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Old 08-07-2009, 04:33 PM   #82 (permalink)
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Xoliul, one question.
You took out some features when i compare v. 1.01 and v. 1.3, any specific reason as to why? (gamma correction for example)
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Old 08-07-2009, 04:44 PM   #83 (permalink)
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Well, the gamma specifically, that was taken out because I thought the feature confused more than adding benefit.
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Old 09-07-2009, 01:25 PM   #84 (permalink)
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Ok fair enough.
I'll personally keep using 1.01 then

Great work on the shaders, have said it before but i'll keep saying it: thanks!
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Old 09-07-2009, 04:46 PM   #85 (permalink)
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Do you really want the gamma ? Because you're missing out on lots of features and fixes if you stick with an old version. What exactly do you need/use it for, i'm curious ?
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Old 10-07-2009, 02:17 AM   #86 (permalink)
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you shoudlnt be using gamma to make your textures look better... just gamma correct your entire MONITOR
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Old 10-07-2009, 12:51 PM   #87 (permalink)
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i use the gamma for proper light falloff, it's also easier to get a decent looking fake GI effect going on in the viewport with the gamma option because of the way it falls off, hope that makes sense.
And because it's accessible with just the click of a button (well.. 2 :P ) it's really easy to use.

Basically just for my own love for the gamma 2.2 workflow
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Old 11-07-2009, 12:09 PM   #88 (permalink)
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I might reintroduce it then, if people really use it. Do you use only the final/total gmma correction, or also the one on textures ?

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Originally Posted by Lloth View Post
Hey Xoliul

First of all, great Shader. Thanks a lot for creating something like this

I'm currently trying to get something going with it. Right now almost everything seems to work just fine. Only, When I was rendering before, I used one map for both specular color and specular level.

As far as I can see, I can only use specular color in this shader. Is this true, or am I just missing something?

Thanks in advance
Sorry I missed you before, don't know why that happened. This is perfectly normal, it is actually not necessary to use two maps, since all that happens is both maps get multiplied together. If you want to convert two maps into one for my shader, put the color map on the bottom in Photoshop, put the grayscale one on top and set its blend mode to multiply. Save that result and use this for my shader. Using 1 instead of two textures conserves a lot of memory and is quite favorable when doing realtime rendering

Last edited by Xoliul; 11-07-2009 at 12:13 PM.
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Old 12-07-2009, 06:36 AM   #89 (permalink)
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Thanks for the reply man I figured it out after some logical thinking from my side. Works great now.
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Old 13-07-2009, 01:00 AM   #90 (permalink)
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i have a question regarding transparency/opacity.

is it possible to do a chain-link fence type of see through with your (or DX shaders in general) shader?

i'm able to mask out areas with an alpha embedded in my diffuse, but i would like to make certain areas see through.

for example:



would it be possible to see the entire sphere behind the plane or is that type of effect only available in something like UnrealEd?

edit: do a little more searching yielded this thread - http://www.game-artist.net/forums/su...acity-bug.html so i'm guessing the answer is no.

thanks.

Last edited by stop619; 13-07-2009 at 01:16 AM.
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