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Re: Why I love Ventilator's lightmapping plugin
[Re: frazzle]
#166607
11/09/07 23:36
11/09/07 23:36
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Joined: Mar 2006
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WA, Australia
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Quote:
1. a standard acknex render looks like this: http://www.churness.com/axys/NoLightMap.jpg so this is "our 3dgs state of technology". wow.
no it's not. it uses no shaders. 3DGS can use shaders without use of plugins, and so it's a lie to say that this is the state of 3DGS technology while withholding eye-candy.
this thread is lancaster showcasing ventilator's plugin. you know what 3DGS is capable of -- you saw the variance shadowmapping "plugin" which isn't even a plugin, but a natively supported module.
i agree, though, that it's not exciting technology, and the awesomeness is exaggerated. no one should be saying that this is is testament to the capabilities of A6. i do think it looks great, but almost entirely due to david lancaster's ability to create and put together some good-looking and atmospheric art which fits together well. i must say i've seen better examples of the usage of ventilator's plugin -- specifically the baking of radiosity or ambient occlusion in indoor environments, which couldn't easily be replaced/faked by projected shadows or a shadowmapping shader.
julz
Formerly known as JulzMighty. I made KarBOOM!
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Re: Why I love Ventilator's lightmapping plugin
[Re: JibbSmart]
#166608
11/09/07 23:57
11/09/07 23:57
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Joined: Sep 2007
Posts: 1,093 Germany
Toast
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Quote:
no it's not. it uses no shaders. 3DGS can use shaders without use of plugins, and so it's a lie to say that this is the state of 3DGS technology while withholding eye-candy.
Well I have to support broozar here. This here isn't so much about shaders but about lightmaps. The 3DGS lightmapper just gives you such pitiful results while with gile[s] you can do very pretty things. It's not about shaders - it's about lightmaps. A reason why I couldn't understand the "resistance" against making all the UV-set things etc. available long time ago. The 3DGS lightmapper just can't be as good as a tool whose single purpose is doing lightmaps and has been under development for years. Even with nice thingies like finally having radiosity like it's said on the forecast won't make the 3DGS lightmapper even in quality, features or speed. I think that's also something nobody expects it to do...
Enjoy your meal Toast
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Re: Why I love Ventilator's lightmapping plugin
[Re: Toast]
#166609
11/10/07 01:03
11/10/07 01:03
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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that's got nothing to do with what i said. i disagreed with calling an intentionally un-lit and un-shaded scene "our 3dgs state of technology". shaders have nothing to do with this thread, but neither does the discussion on the state of 3dgs.
i also argued the point that the purpose of this thread is showcasing ventilator's plugin used with david lancaster's art.
aside from that i'm in full agreement with broozar.
julz
Formerly known as JulzMighty. I made KarBOOM!
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Re: Why I love Ventilator's lightmapping plugin
[Re: DavidLancaster]
#166611
11/10/07 11:55
11/10/07 11:55
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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Potsdam, Brandenburg, Germany
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I agree with most of your statements. David is also right. The engine is cheap. But Toast brought it to a good point. In this case we dont need expensive new tools. We just need the access to another uv-set. You can surely do it with Lite-C and DirectX. But we only need to attach a second UV-set in MED with texture. This is not a task to let engine price explode It is a change int the MDL format. I once asked for that in the future forum but got ignored.
Models, Textures and Games from Dexsoft
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Re: Why I love Ventilator's lightmapping plugin
[Re: Machinery_Frank]
#166612
11/10/07 12:47
11/10/07 12:47
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Quote:
But we only need to attach a second UV-set in MED with texture.
definitely agreed ^^
julz
Formerly known as JulzMighty. I made KarBOOM!
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