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Re: Shade-C v0.91 BETA S1 RELEASED
[Re: NeoNeper]
#376423
07/02/11 19:28
07/02/11 19:28
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chris_oat
Unregistered
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chris_oat
Unregistered
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Shade-C is not supported for A8, this could cause such visual errors.
Last edited by chris_oat; 07/02/11 19:28.
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Re: Shade-C v0.91 BETA S1 RELEASED
[Re: ]
#376432
07/02/11 21:50
07/02/11 21:50
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
Serious User
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Serious User
Joined: Aug 2009
Posts: 1,438
Spain
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what I find really interesting from latest Shade-C demo is real-time shadow mapping in indoor scenes, it would be nice if Conitec improves the PSSM shader to achieve that.
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: Shade-C v0.91 BETA S1 RELEASED
[Re: painkiller]
#376667
07/05/11 16:28
07/05/11 16:28
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Joined: Nov 2007
Posts: 318 Brasil, Paraná
NeoNeper
Senior Member
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Senior Member
Joined: Nov 2007
Posts: 318
Brasil, Paraná
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Tradução do português para inglês I am sad to hear that! (T.T) I'd like to take this opportunity to ask a question that maybe I should do in another topic. I'm trying to learn how to implement my own shaders in enguine, as did our friend Havoc. To do this, I am trying to use the sources files that the site be unavailable from Nvidia (CUDA ZONE), http://www.developer.nvidia.com/nvidia-graphics-sdk-11.But I'm not getting to understand the basic principles to get my implementations. Someone explain to me where to start?
Please! Use easy words to be translated. because my English is not very good! Grateful. _______________________________________________________
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Re: Shade-C v0.91 BETA S1 RELEASED
[Re: JibbSmart]
#376752
07/06/11 12:36
07/06/11 12:36
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Joined: Nov 2007
Posts: 318 Brasil, Paraná
NeoNeper
Senior Member
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Senior Member
Joined: Nov 2007
Posts: 318
Brasil, Paraná
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Yes Jibb.
Surely this is the way lol. But already started their studies this way, but now I would like to implement something more complex, as deferredShadding, AmbientOclusion, GlobalIlumination among others.
There are these sources shaders Nvidia's website but still do not understand how to use them.
Please! Use easy words to be translated. because my English is not very good! Grateful. _______________________________________________________
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Re: Shade-C v0.91 BETA S1 RELEASED
[Re: NeoNeper]
#376755
07/06/11 14:18
07/06/11 14:18
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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It's always harder to understand someone else's code. I personally find that reading papers is much more helpful to understand how a technique works, and then I can write it my own way. Occasionally I'll look at other people's code if I just can't understand a formula (or its application) from the way it's described in a paper. An A7oogle search should help you find simpler examples of SSAO (there was a time when many users tried it), and if you look back at the shader contest you'll find other cool examples (I had a deferred lighting example in there which was relatively simple (I think), but it's all out by half a pixel). Or just start with simpler effects. Deferred shading, SSAO and GI are each very unusual techniques. Valve provides heaps of cool papers on how they did lighting in TF2, HL2, and L4D, so it's worth checking out! Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: Shade-C v0.91 BETA S1 RELEASED
[Re: JibbSmart]
#376772
07/06/11 16:27
07/06/11 16:27
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Joined: Nov 2007
Posts: 318 Brasil, Paraná
NeoNeper
Senior Member
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Senior Member
Joined: Nov 2007
Posts: 318
Brasil, Paraná
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Tankx for your attention JIBB (^.^) Lets gooo studyyyyy
Please! Use easy words to be translated. because my English is not very good! Grateful. _______________________________________________________
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