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amp II "fake" specbump shader
#106979
01/15/07 14:55
01/15/07 14:55
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Joined: Jun 2005
Posts: 4,875
broozar
OP
Expert
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OP
Expert
Joined: Jun 2005
Posts: 4,875
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hi all, i once found the website of 4druler's amp II engine, but didn't look deeper into the engine, now, as i had a look at it again, i remarked a nice little effect, a "fake" specular normal mapping shader. first a screenshot:  it doesn't look bad (ignore the resolution and jpeg artifacts...). i want you to have a closer look at the highlight. it is... a transparent bitmap that moves according to the player's and to the light's position. the texture itself is normal mapped and has obviously a spec map, as the transparent bitmap isn't visible all over the surface. a small video sequence can be found on http://www.caffier.net/download/amp2effect.avi (divX 5 codec). why would i want such a "lame" effect: well, if you don't look too close and have stuctured textures, it is not visible at all, plus i gained framerates beyond 300. could anyone code this? i'd love to see it in GS. maybe i sould add a small drawing: 
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Re: amp II "fake" specbump shader
[Re: broozar]
#106980
01/15/07 16:38
01/15/07 16:38
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Joined: Dec 2003
Posts: 1,097 Maryland, USA
Steempipe
Serious User
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Serious User
Joined: Dec 2003
Posts: 1,097
Maryland, USA
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Quote:
why would i want such a "lame" effect: well, if you don't look too close and have stuctured textures, it is not visible at all, plus i gained framerates beyond 300.
Nice find...
There are alot of situations where that might work. The full-on shaders are good for techdemos and showing off, allowing users to max out their cards if they choose the detail, and for "us" to turn on to explore gameworlds for ideas and gawking, etc. But I think these kind of effects might be great when you want the added flare but don't want to distract from the level, objective, or if the movement is fast through there.
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Re: amp II "fake" specbump shader
[Re: EX Citer]
#106983
01/15/07 18:20
01/15/07 18:20
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
Expert
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Expert
Joined: Oct 2003
Posts: 4,131
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Quote:
i remarked a nice little effect, a "fake" specular normal mapping shader.
I think you are mistaken, as the Amp2 demo had real specular normal mapping, done in OpenGl using fragment shaders/register combiners.
This is not a hack, and uses essentially the same methods we use for normal mapping in A6.
The reason it may not look as good as say the normal mapping in Sphere is that it uses many shortcuts for older hardware, such as lookup textures for normalization, and diffuse and specular falloff. This creates the noiceable artifacts in the specular highlight.
But it is not fake... the method you propse wouldnt really work i think (or rather, could be done in a different way, but then it would be some kind of image-based lighting, which is only useful for rendering many specular highlights for multiple lights).
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