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Re: SMEE2.0
[Re: oronll]
#58152
10/28/05 20:10
10/28/05 20:10
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Joined: Jun 2005
Posts: 656
Grafton
User
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User
Joined: Jun 2005
Posts: 656
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I bought it. Very good documentation and tutorials. I would definately say it is worth purchasing to anyone who asks.
I believe they are in the process of switching servers, so their site may be down for a few days.
Not two, not one.
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Re: SMEE2.0
[Re: Grafton]
#58153
10/28/05 20:45
10/28/05 20:45
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Joined: Jul 2002
Posts: 2,813 U.S.
Nadester

Expert
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Expert
Joined: Jul 2002
Posts: 2,813
U.S.
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Yes, the website will be down for a bit - possibly up to 2 weeks. If you'd like to buy it drop me an email at surrealeric@gmail.com or rhuarc at dniezgocki@11threvenant.com. (Though since the server is down, I wouldn't be surprised if his email didn't work for the time being).
--Eric
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Re: SMEE2.0
[Re: broozar]
#58157
10/30/05 13:32
10/30/05 13:32
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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The current version creates FFP shaders (no VS/PS). The tool is great and I created a lot of shaders and understood how they work. You do not need a PS/VS 2 specular bump mapping shader. You can create a bump mapping shader with FFP and you can create a spec effect with a cubemap. The bumpmapping looks quite nice on models:  This is a shader that I created with the help of SMEE2. It uses a normal map like a PS/VS shader. You see the standard model without a shader left and the same model with shader right (both use the same lighting and material). You can see that some folds and a good self shadowing appears when you apply this good old ffp bump map shader. So I believe that FFP shaders can create beautiful arts and are a good fallback from 2.0 or 3.0 shaders.
Models, Textures and Games from Dexsoft
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