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Re: New beta's "material mtl_envcube" reflection shade [Re: msKEN] #19402
01/10/04 06:38
01/10/04 06:38
Joined: Jan 2004
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ceashure Offline
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I am trying to use the script, yet i cant seem to get it to work. Does the shader work on MDL files?

"mtl_envcube" Problem [Re: ceashure] #19403
02/16/04 05:25
02/16/04 05:25
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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oliver2s  Offline
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Mainz
In dem Effect-Level das bei A6.2 mitgeliefert wird ist bei mir ein Fehler im Environment Mapping:


Die Decke und der Boden der Cubemap ist schwarz. Dies ist bei "Material mtl_envcube" und "Material mtl_envmirror" der Fall. Ich benutze den unveränderten Code aus dem Effect-Level aus dem Work-Ordner. Hat jemand eine erklärung dafür?

Re: "mtl_envcube" Problem [Re: oliver2s] #19404
02/16/04 05:31
02/16/04 05:31
Joined: May 2002
Posts: 7,441
ventilator Offline
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Re: "mtl_envcube" Problem [Re: oliver2s] #19405
02/16/04 05:31
02/16/04 05:31
Joined: Oct 2003
Posts: 1,258
Virginia, USA
qwerty823 Offline
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qwerty823  Offline
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Posts: 1,258
Virginia, USA
I dont speak german, but I can understand it somewhat thanks to google. I'd bet that you have a ATI card. There is another thread that mentions that environment cubes greater then 256x256 wont work with ATI's drivers. You can scale down the environment cube texture to only use 256x256 ( i think the one in the demo is 512x512 ), and it will work correctly.

And here is the german translation from google:

Ich spreche nicht Deutsches, aber ich kann es ein wenig verstehen dank google. Ich würde wetten, daß Sie eine ATI-Karte haben. Es gibt ein anderes Gewinde, das Würfel dieses Klimas erwähnt, die, grösseres dann 256x256 nicht mit Treibern ATIs bearbeitet. Sie können hinunter die Klimawürfelbeschaffenheit einstufen, um 256x256 (mich denke, das daß im demo 512x512 ist), nur zu verwenden, und es funktioniert richtig.


Never argue with an idiot. They drag you down to their level then beat you with experience
Re: "mtl_envcube" Problem [Re: qwerty823] #19406
02/16/04 05:37
02/16/04 05:37
Joined: Aug 2002
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Mainz
oliver2s Offline
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Thanks Ventilator and qwerty823 for the replies. I've search in the shader forum for this problem, but I haven't seen this thread. Thanks

Re: "mtl_envcube" Problem [Re: oliver2s] #19407
02/16/04 05:54
02/16/04 05:54
Joined: Oct 2003
Posts: 1,258
Virginia, USA
qwerty823 Offline
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Never argue with an idiot. They drag you down to their level then beat you with experience
Re: "mtl_envcube" Problem [Re: qwerty823] #19408
02/16/04 06:07
02/16/04 06:07
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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oliver2s  Offline
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Oh great, it works

Re: New beta's "material mtl_envcube" reflection shade [Re: Nadester] #19409
07/08/04 21:32
07/08/04 21:32
Joined: Oct 2003
Posts: 40
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Adr_Archie Offline
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Adr_Archie  Offline
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Joined: Oct 2003
Posts: 40
Wow, this effect would look great on the windscreen of my spaceship!

I'm still kind of new to shaders and I was wondering which version of A6 this would work on?

Are there any restrictions between the different versions?
Thx
Luke

Re: New beta's "material mtl_envcube" reflection shade [Re: Adr_Archie] #19410
07/10/04 01:36
07/10/04 01:36
Joined: Jul 2004
Posts: 8
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hourousha Offline
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The dx7 level Envcube effect(like above)isn't correct,because real cube reflection only depends on the view-position,dosen't depends on look-at position.In other words, it needs cube-space(or world space)reflect vector,not the camera-space reflect vector.
You can calculate the tex-coordinate(the correct reflect vector) through vertex shader.But if you want to make a per-pixel env-cube or bump env cube effect,you should use both vertex and pixel shader,calculate the reflect vector in pixel shader.I wrote such a effect,It work fine in my D3D-8.1-API App ,but it seems not friendly with GS6.22,thus it makes a totally wrong result

Re: New beta's "material mtl_envcube" reflection shade [Re: Drew] #19411
07/31/04 05:30
07/31/04 05:30
Joined: Jul 2004
Posts: 1,710
MMike Offline
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MMike  Offline
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Posts: 1,710
Quote:

Wow that is a gorgious effect! I applied it to my sword for bbr (just the blade part) and it looks amazing! Nice work





Can you show me an example? of your alpha mask?? and you how u did it on skin1?

Last edited by Unknot; 07/31/04 06:45.
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