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Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Nadester] #30268
07/28/04 14:24
07/28/04 14:24
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Drew Offline OP
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of course... PM sent

Argonautut -
Its a tough call on how much to use the effect, for now keep it simple... I suggest for items and physics objects..

I really hope this shader is improved if possible, its so close to being really great...
Nice screen!

Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Drew] #30269
07/28/04 15:10
07/28/04 15:10
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Drew Offline OP
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Im having a problem, maybe other have too or recognize it...

Some of my meshes contain some sort information that I cant clear. The problem model is the reflective one, its using the tutorial shader, which works great on the walls. The other test models use the basic perpixel shader from Nadester's shader viewr...
Has anyone seen this effect?




Drew Medina
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Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Drew] #30270
07/30/04 06:28
07/30/04 06:28
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Drew Offline OP
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Got it it was a normals problem. The fix is the select the faces and drag them off to a new object, leaving a few behind. I assume this breaks up whatever UV or bad normal info thats in there. IT LOOKS AMAZING NOW!!!
getting closer to "Doom3-like" lighting...screens soon


Drew Medina
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Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Drew] #30271
07/30/04 06:33
07/30/04 06:33
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BigBrainz Offline
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On my slow computer, my objects show up transparent--kind of a cool ice-cube effect actually. (If you can't see it, there's "ice" on the floor and left wall--and two large "ice-cubes" below the "ice" torus).

Does that mean this shader needs some kind of fallback?



Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: BigBrainz] #30272
07/30/04 08:37
07/30/04 08:37
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Drew Offline OP
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yes, seems like it...what card?

Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Drew] #30273
07/30/04 09:03
07/30/04 09:03
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BigBrainz Offline
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It's an ATI Mobility, but I found it's a problem in A5 mode. For instance, if I force my Quadro 900 to A5 Mode "var d3d_transform = off;" it has exactly the same display.

Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: BigBrainz] #30274
07/30/04 12:45
07/30/04 12:45
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Drew Offline OP
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why do you use A5 mode? curious...
also, were they transparant because of the shader code then, (my.transparant=on;) ? IS A5 mode truly A5 without shader support?


Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Drew] #30275
07/31/04 01:04
07/31/04 01:04
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BigBrainz Offline
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When the engine boots up it detects the quality of video card available. It categorizes them as Bad, Weak, Slow, Good, or T&L. The engine then defaults to A5 mode for everything less than T&L quality "like GeForce or Radeon." I forced A5 mode on my Quadro just to make sure that was indeed the problem.

I don't have their transparent set to on or anything--I'm using the shader exactly as it was posted. But they do look like they're transparent. What do your objects do when you force A5 mode?

Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Drew] #30276
07/31/04 03:30
07/31/04 03:30
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BigBrainz Offline
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Drew, I'm not sure if this is the same problem you're having, but some of my objects stay "ON" even when the light leaves them far behind. Also, the dynamic light has some problems striking objects sometimes. Here's a 6MB Quicktime of some of the good and bad luck I'm having so far--apoligies for the large size, but it takes some time to see what's going on. (It's basically a room where the floor and one wall are covered with dozens of tile-grid objects. The Normal Map I made for the tile using Maya and ATI's NormalMapper.exe looks like this:


Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: BigBrainz] #30277
07/31/04 03:42
07/31/04 03:42
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Drew Offline OP
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Nice video. perfect example... yes I did the same thing, attached a light to the player, and in my halls it looked amazing, until I left the object behind, the same exact thing happened, the light stuck. Since Im not a programmer I have no idea how to fix this... this is a prime example why I posted the shader, Maybe the other shader folks or Matt have some ideas how to fix it. BTW the normal map looks fine...

I'm still screwed with my meshes, If I chop off the front half of my character it works great, but If I use a full character (from max) it looks reflection mapped with the shader poking through.. I beleive its a normals problem, anyone know of a way to fix/unify normals besides using max's edit mesh or normal modifiers? they screw my models up worse...

Update-
Got it...Had to weld verts and unify normals
Also , seems like the effect is stronger based on scale of my objects in MED...



Last edited by Drew; 08/01/04 12:55.
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