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Re: Textures The Inn
[Re: Tristan3D]
#171129
12/15/07 11:24
12/15/07 11:24
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Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
Serious User
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Serious User
Joined: Jul 2005
Posts: 1,930
Austria
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It looks very good so far, but without shadows you can't give the right flare to the scenery. So think about using a good shadowsystem, like dynamic softshadows (if you're able to program them) or use the built-in static shadow system (don't know if this looks good with oll these shaders).
Dark_Samurai
ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)! get free version
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Re: Textures The Inn
[Re: Dark_samurai]
#171130
12/15/07 18:53
12/15/07 18:53
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
Expert
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Expert
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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Can't wait to see parallax mapping combined with occlusion, it's actually a smart way the produce simple shadows  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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Re: Textures The Inn
[Re: frazzle]
#171131
12/15/07 23:43
12/15/07 23:43
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
OP
Expert
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OP
Expert
Joined: May 2005
Posts: 2,713
Lübeck
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I had some heavy performence problems with parallax occlusion mapping and am now using relief mapping instead. The normalmapping shader supports 3 lights in one pass with pixelshadermodel 2.a and has fallback to the same Shader splitted into two passes with pixelshadermodel 2.0. The relief mapping shader supports 3 lights as well with pixelshadermodel 2.a and has fallback to parallax mapping splitted into two passes with pixelshadermodel 2.0. Both shaders have also fallback to FFP Bumpmapping, which looks quite okay and to the normal 3DGS rendering (empty technique). For both shaders, it is taken care of the models ambient value. A glossmap is used and the height, overall glossstrength and gloss intensity can be adjusted per model within WED. I´m now playing around some more with shadowmapping and hope to get something usefull done for this level. Btw, at the moment the level runs with ca 90fps on my system  We don´t have a good displacementmap at the moment, but this it what the relief mapping looks like with the one Crazy Bump created for me, wich is because of that far away from perfect:  Slin
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Re: Textures The Inn
[Re: Tristan3D]
#171135
12/16/07 09:54
12/16/07 09:54
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
Expert
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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right now it looks as though the carpet is hovering above the ground... maybe you should apply that relief to the carpert as well? the same one that you're applying to the floor? even when you reduce the effect... ? just an idea...
~"I never let school interfere with my education"~ -Mark Twain
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Re: Textures The Inn
[Re: Germanunkol]
#171136
12/16/07 10:25
12/16/07 10:25
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Joined: Jul 2002
Posts: 2,002 Europe
ShoreVietam
Expert
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Expert
Joined: Jul 2002
Posts: 2,002
Europe
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*rofl* The stones look like a rough mountainside!  @Germanunkol I think the reason why the carpet looks like it is hovering is in the Stone surface: Our eye recognizes a rough surface and a total flat carpet above, thus the brain concludes the carpet has to be at least as high as the highest stone part the eye sees, otherwise the stone had to pass the carpet which is not the case. I think that'll be not so bad when the heightmap is more realistic. 
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