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Re: Shade-C v0.91 BETA S1 RELEASED
[Re: exile]
#408269
09/28/12 12:45
09/28/12 12:45
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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I'm not sure if particles work together with shade-c at all.
But if the effect doesn't require too much particles, sprites should work. They're a bit slower but you also have more possibilities with them (shaders, rotating, ...)
POTATO-MAN saves the day! - Random
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Re: Shade-C v0.91 BETA S1 RELEASED
[Re: BoH_Havoc]
#410394
11/02/12 13:34
11/02/12 13:34
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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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Is it possible to use environment mapping f.i. on the car shader?
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]
#410449
11/03/12 09:37
11/03/12 09:37
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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It should be possible but I'm not sure how to do it, sorry  However, it looks like BoHHavoc plans to implement Screen Space Reflections:  (I think it's based on the technique Superku posted some time ago) They can produce better results - because they actually reflect the scene, not just a cubemap - and they are faster and extremely efficient.
Last edited by Kartoffel; 11/03/12 09:38.
POTATO-MAN saves the day! - Random
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Re: Shade-C v0.91 BETA S1 RELEASED
[Re: Kartoffel]
#410962
11/11/12 13:27
11/11/12 13:27
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Joined: Jun 2004
Posts: 655 to your left
BoH_Havoc
OP
User
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OP
User
Joined: Jun 2004
Posts: 655
to your left
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Environment mapping is currently not implemented as i want to create a deferred method for this instead of a forward method. It also isn't possible to derive from Shade-C's objectshader and implement it yourself, as the position is not passed to the pixelshader. I'll add this in a future release (or some way to change in/output of the vertexshader when deriving from Shade-C's objectshader). I will implement screenspace reflections, as Kartoffel already mentioned. They are more easy to handle (for the user), but have limitations (for example only things which are on screen can be reflected). The masterplan is to implement an automatic environment-/lightprobe system to get "realistic" results but this will take a while and has no high priority at the moment. News on Shade-C: No news, except that Kartoffel sent over a nice Bloom/HDR mod which will be implemented next. Thanks again for that!  Before that i have to fix some other things though which are need for CSiS. I hope to do that this week and then go on with fixing bugs and implementing new features.
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