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Parallax shader #94822
10/17/06 15:15
10/17/06 15:15
Joined: Aug 2002
Posts: 375
Germany
Salva Offline OP
Senior Member
Salva  Offline OP
Senior Member

Joined: Aug 2002
Posts: 375
Germany
Hi!

Here is a wall with parallax shader,it doesn't look well, it seem very plastic, maybe is for the lights? or could be adjusted anything in the Fx script?



Re: Parallax shader [Re: Salva] #94823
10/17/06 16:45
10/17/06 16:45
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
post the fx file code here, and ill have a look at it to see if i can tweak it, tho i doubt it, because i am a complete shader noob

Re: Parallax shader [Re: lostclimate] #94824
10/18/06 11:39
10/18/06 11:39
Joined: Aug 2002
Posts: 375
Germany
Salva Offline OP
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Salva  Offline OP
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Joined: Aug 2002
Posts: 375
Germany
HI!

The same as AUM 53.

salva

Re: Parallax shader [Re: Salva] #94825
10/18/06 11:44
10/18/06 11:44
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
This is simply too much specularity. Reduce this. You just have to find the line where the shader calculates specularity / glossiness.


Models, Textures and Games from Dexsoft
Re: Parallax shader [Re: Machinery_Frank] #94826
10/18/06 16:51
10/18/06 16:51
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
Normally in shaders like this a specular mask is used. this is likely to be the alpha channel of the color texture... try darkening that.


Sphere Engine--the premier A6 graphics plugin.
Re: Parallax shader [Re: Matt_Aufderheide] #94827
10/19/06 14:23
10/19/06 14:23
Joined: Aug 2002
Posts: 375
Germany
Salva Offline OP
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Salva  Offline OP
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Joined: Aug 2002
Posts: 375
Germany
No Matt,

The texture don`t have alpha channels.


greet

salva

Re: Parallax shader [Re: Salva] #94828
10/20/06 11:03
10/20/06 11:03
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
well..normally they should.. this is prbably a badly written shader.. post the shader code and we can look at it.


Sphere Engine--the premier A6 graphics plugin.
Re: Parallax shader [Re: Matt_Aufderheide] #94829
10/20/06 16:59
10/20/06 16:59
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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Posts: 4,875
if it doesn't have an alpha channel, it's normally interpreted as 100% (i guess you use the shader from the shader collection), so you get 100% percent specularity which produces the slimy stones.

Re: Parallax shader [Re: broozar] #94830
10/23/06 12:05
10/23/06 12:05
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Then it is simply not useable. I checked all my latest sci-fi textures in GIMP in the real-time parallax preview. And without a special prepared specularity map they look wet, glossy - not that slimy but not real.

Specular mapping is very important. It adds even without normal mapping to a texture but it is needed in almost every current shader.

Through this one away


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