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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: sPlKe]
#120782
04/14/07 16:50
04/14/07 16:50
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
OP
Expert
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OP
Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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@Frazzle: yeah, you caught me, lol. I didn't notice/forgot... @Pappenheimer: Specular map/channel, and no, there isn't. I got those models from online (with normalmaps, but not specular), and I'm not artist on the computer, so I didn't make specular channels for them. I know, I'm a slacker, lol. Quote:
Specular mapping: the perfect, mirror-like reflection of light (or sometimes other kinds of wave) from a surface, in which light from a single incoming direction is reflected into a single outgoing direction. Such behaviour is described by the law of reflection, which states that the direction of outgoing reflected light and the direction of incoming light make the same angle with respect to the surface normal; this is commonly stated as θi = θr.
ALL YOU HAVE TO DO:
Include the file <NM.wdl> into your main script.
Attach the material to your model.
(OPTIONAL) Customize the effects and options through the customize panel in WED (For NM.wdl).
EDIT: It's ready, so I'll upload it as soon as I find someone to host it...
Last edited by xXxGuitar511; 04/14/07 16:51.
xXxGuitar511 - Programmer
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: xXxGuitar511]
#120783
04/14/07 20:33
04/14/07 20:33
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Joined: Aug 2002
Posts: 572 Toronto
MadMark
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User
Joined: Aug 2002
Posts: 572
Toronto
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Looks great xXxGuitar511! Nice work. I think I'm going to have to read up on shaders and specular / bump mapping in 3DGS. Any pointers for tutorials or refernce?
Cheers, Mark
[EDIT] Just had a look at your website. Solitude looks incredible. Couldn't load the storyline page though.
Last edited by MadMark; 04/14/07 20:39.
People who live in glass houses shouldn't vacuum naked.
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: MadMark]
#120784
04/14/07 22:23
04/14/07 22:23
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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Posts: 2,503
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Yeah, that was a project that kind of... died. lol.
Thanks though. I actually didn't have a storyline, which is why it failed. I was just making random crap with to meaning to it.
As for tutorials/fererence. IDK. I just went through other peoples code and figured out how it works. Thats how I learn. But a nice tutorial I did go through was by Excessus. His normal mapping shader gave me a good insight to how structs and methods worked...
xXxGuitar511 - Programmer
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: sPlKe]
#120786
04/16/07 14:42
04/16/07 14:42
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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Kool. I'll email it to you when I get home!
It's only two small text files (NM.wdl & NM.fx).
xXxGuitar511 - Programmer
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Re: DOWNLOAD: Normal-Mapping Shader
[Re: sPlKe]
#120788
04/17/07 16:03
04/17/07 16:03
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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Alright, there it is as posted above by Spike!
The final version of this release. All options can be set through the customize panel for the NM.wdl file.
The two options at the top are for enabled/disabling Faking of dynamic lights and ambience by static lights.
Diffuse directly adjusts the colors in the first skin. The Emissive values directly adjust the static light color found.
EDIT: I also corrected the tangents input to the shader, so the lighting direction is now calculated correctly.
Last edited by xXxGuitar511; 04/17/07 16:08.
xXxGuitar511 - Programmer
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Re: DOWNLOAD: Normal-Mapping Shader
[Re: Puppeteer]
#120790
04/17/07 18:54
04/17/07 18:54
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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Thxn you for your hard work on this Guitar !! We all really appriciate this to the full 100% Btw, thank you Spike for willing to be the host Cheers Frazzle
Antec® Case Intel® X58 Chipset Intel® i7 975 Quad Core 8 GB RAM DDR3 SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB NVIDIA® GeForce GTX 295 Memory 1795GB
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