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Re: Dynamic light bleeding
[Re: Stansmedia]
#442863
07/05/14 05:18
07/05/14 05:18
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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 sorry I don't get it, what exactly do you want to do?
Your title says 'light bleeding' which is something completely different (belongs to that global/indirect illumination stuff)
Edit: I think I understood now if you're trying to get a similar look without normalmapping:
make a copy of your shader -> rip out the normalmapping part -> profit
Edit#2: and I misunderstood again, I thought you were looking for an actual shader...
I haven't seen a fixed function shader with 'good' lighting. (The default lighting has an ugly falloff, doesn't support high dynamic range lighting, is vertex based and looks like it is from 1999) However, why don't you use just a "normal" shader (I'm not a fan of that fixed function stuff)?
Last edited by Kartoffel; 07/05/14 05:27.
POTATO-MAN saves the day! - Random
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Re: Dynamic light bleeding
[Re: Stansmedia]
#442925
07/05/14 23:18
07/05/14 23:18
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Joined: Nov 2008
Posts: 946
the_clown
User
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User
Joined: Nov 2008
Posts: 946
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"More people than not will not have computers that are not built for GPU demanding games" - well, these aren't really potential players, anybody who plays any games will have at least a, say, 5 to 7 years old graphics card, which should have not too many problems running basic surface shaders, at least when these shaders are optimized. Also, it's true, shaderless pipelines are practically dead. Newer graphics APIs like OpenGL 3+ don't even support fixed function pipelines anymore.
If you run into problems like these - no shaders that fulfill your needs - there's always the option to write your own or modify existing ones. I'm pretty sure the specBump shader could easily modified to be adjustable.
Last edited by the_clown; 07/05/14 23:20.
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Re: Dynamic light bleeding
[Re: DLively]
#442936
07/06/14 10:37
07/06/14 10:37
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
Serious User
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Serious User
Joined: Dec 2011
Posts: 1,823
Netherlands
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Also, I need honest opinions for this question. I think that it adds a disturbing value to the gameplay in my opinion but... Should the demon woman be nude? Or.. A "unick" (no nipples or anything, just a genderless humanoid), or clothed. , it depends a bit on what your target group is. The advantage of making her nude is that more teenagers want to play it and it makes it a bit more serious/realistic I quess (/less fantasy). Some people dislike it, but my quess is that this is a small group but I don't know for sure. If you want to take the horror to the next level while keeping her goodies hidden, you can add some disfigurements to those places. Its your choice, but I personally would let her be like this ( leave her alone! ).
Last edited by Reconnoiter; 07/06/14 10:39. Reason: spelling
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Re: Dynamic light bleeding
[Re: Stansmedia]
#442943
07/06/14 16:27
07/06/14 16:27
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Joined: Nov 2008
Posts: 946
the_clown
User
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User
Joined: Nov 2008
Posts: 946
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I wish there was a shader manual like c-scripts. A help doc with all commands, etc and examples. Well how about this: http://msdn.microsoft.com/en-us/library/windows/desktop/bb509638(v=vs.85).aspx I haven't looked into it too deeply because I didn't need to use HLSL for a long time, but I guess it's pretty much what you need.
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