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Re: NVIDIA Shader Library Convertation start [Re: MrCode] #138940
07/02/07 08:07
07/02/07 08:07
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Quote:

"But I can only get about 1-2 FPS with the parallax map demo on my GeForce FX 5200 (256MB)."




For Parallax or Relief mapping you need a better GPU. Better you use simple Normalmapping instead.


Models, Textures and Games from Dexsoft
Re: NVIDIA Shader Library Convertation start [Re: vlau] #138941
07/03/07 02:20
07/03/07 02:20
Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30"E
Frederick_Lim Offline
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Frederick_Lim  Offline
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Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30"E
Slin:

How do you create the alpha channel in tga? Is that call relief map or heightmap or something? The nVidia normalmap plugin or crazybump are not create the alpha channel automatically.

Re: NVIDIA Shader Library Convertation start [Re: Frederick_Lim] #138942
07/03/07 11:48
07/03/07 11:48
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
Expert
Slin  Offline OP
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Joined: May 2005
Posts: 2,713
Lübeck
The alphachannel is a heightmap. I´m usually using an greyscale version of the texture.

ShaderLibrary Update [Re: Slin] #138943
07/11/07 19:47
07/11/07 19:47
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
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Slin  Offline OP
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Joined: May 2005
Posts: 2,713
Lübeck


Update:
-2 dynamic lights and sun is supported.
-fog
-glossmap for the parallax, normal and reliefmapping shaders wich has to be in the alphachannel of the maintexture.
-one more shader

Important:
-For the reliefmapping is an nvidia fx, a newer nvidia graphicscard or an other card that supports shadermodel 3 needed.
-The BumpyGlossyMetal-Shader seems to have some small problems with ati x800 cards.


You can find the downloadlink and every new updates on my blog:
http://slindev.wordpress.com


I plan to add a small introduction about how to convert such a shader for the use with 3DGS to my blog. But I´ll let you know if it´s done
I bought an update to A7 yesterday and hope to get it on friday. When I got it, I´ll try to convert some of the postprocessing effects and the others wich need render to texture.

Slin

Re: ShaderLibrary Update [Re: Slin] #138944
07/12/07 07:31
07/12/07 07:31
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Hi Slin,

great to see that you are progressing. I am highly interested in your blog-comments regarding the conversion process.

I appreciate your great work.

Regards,
Frank


Models, Textures and Games from Dexsoft
Re: ShaderLibrary Update [Re: Machinery_Frank] #138945
07/12/07 13:27
07/12/07 13:27
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
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EX Citer  Offline
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Posts: 2,541
Berlin
keep it up!


:L
Re: ShaderLibrary Update [Re: EX Citer] #138946
07/12/07 18:52
07/12/07 18:52
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline
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Puppeteer  Offline
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Deutsch Niedersachsen
Quote:

keep it up!



Signed


Formally known as Omega
Avatar randomness by Quadraxas & Blade
http://omegapuppeteer.mybrute.com
Re: ShaderLibrary Update [Re: Puppeteer] #138947
07/12/07 20:01
07/12/07 20:01
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
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Slin  Offline OP
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Posts: 2,713
Lübeck


Okay, I started to write a small workshop about how to convert a shader for the use with 3DGS.
You can find the first part at my Blog.

Sorry that it is a bit messed up... At least I learned that I shouldn´t use the Editor for such things

Last edited by Slin; 07/12/07 20:03.
Re: ShaderLibrary Update [Re: Slin] #138948
07/13/07 05:02
07/13/07 05:02
Joined: Apr 2007
Posts: 582
Germany
Poison Offline
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Poison  Offline
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Joined: Apr 2007
Posts: 582
Germany
Thank you Slin.


Everything is possible, just Do it!
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