Calling All Shader GURUS

Posted By: Ilidrake

Calling All Shader GURUS - 05/10/08 23:38

I've been working on a level and playing with shaders. Here are two shots I've taken while testing the level geometry. All geometry has been made in Max and imported into WED. I'm currently using 2 dynamic lights with the doom3 specualer shader from the wiki. I'm also using Bloom on the light bulbs. The skin for the level model has a normal map as a second skin for the shader. My question is how can I improve this? The Bloom doesn't seem to be working (because I really don't know how to apply it to objects). I simply applied it as a material. And the normal map is kinda funky looking. Is there anyway to improve either affect? I'm using A6 and do not have access to A7 at the moment. Thanks for any help you can provide.

Pic 2
Pic 1
Posted By: dblade

Re: Calling All Shader GURUS - 05/10/08 23:54

Please do not upload any images to megaupload, it isn't very nice to wait 45 seconds until download an image. Would be easier, if you just upload them to an image hostig service like imageshack, etc. and insert them with the right code into your post.
Posted By: Ilidrake

Re: Calling All Shader GURUS - 05/11/08 00:00

Sorry about that. Gimme a minute or two and I'll do that.

[img][/img]
[img][img=http://img145.imageshack.us/img145/6645/lightshotvm7.th.jpg][/img]
Posted By: Paul_L_Ming

Re: Calling All Shader GURUS - 05/12/08 09:58

Hiya.

Sorry, this isn't going to help you with your problem...but...:) Image shack takes a LONG time to load for some people (like me). I use http://www.myimgs.net/ , just upload, save the link, done. The only 'bad' thing about this one is eventually your image will get deleted/overwritten. But it's free, dirt simple, and fast. \:\)
Posted By: xXxGuitar511

Re: Calling All Shader GURUS - 05/14/08 01:50

Several things...

1) The shader is most likely not setup properly to use flat surfaces so the normals are interpolated; causing the lighting to be incorrect.

2) That normal mapping shader uses per-vertex lighting (as most do) not per-pixel. Therefore the lighting will be interpolated between vertices's. I've made a per-pixel normal mapping shader which I can upload upon request; but PPNM is dead slow...

3) Specularity: The reflectiveness of a surface. Do not make everything all "glossy". You can use the alpha channel of the normal map for controlling this.
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