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Calling All Shader GURUS #206056
05/10/08 23:38
05/10/08 23:38
Joined: Apr 2007
Posts: 249
Louisana, USA
Ilidrake Offline OP
Member
Ilidrake  Offline OP
Member

Joined: Apr 2007
Posts: 249
Louisana, USA
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

Last edited by Ilidrake; 05/10/08 23:39.

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Re: Calling All Shader GURUS [Re: Ilidrake] #206059
05/10/08 23:54
05/10/08 23:54
Joined: May 2007
Posts: 175
Germany
dblade Offline
Member
dblade  Offline
Member

Joined: May 2007
Posts: 175
Germany
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.

Last edited by dblade; 05/10/08 23:58.
Re: Calling All Shader GURUS [Re: dblade] #206060
05/11/08 00:00
05/11/08 00:00
Joined: Apr 2007
Posts: 249
Louisana, USA
Ilidrake Offline OP
Member
Ilidrake  Offline OP
Member

Joined: Apr 2007
Posts: 249
Louisana, USA
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]

Last edited by Ilidrake; 05/11/08 00:04.

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Re: Calling All Shader GURUS [Re: Ilidrake] #206238
05/12/08 09:58
05/12/08 09:58
Joined: Nov 2003
Posts: 523
Whitehorse, Yukon, Canada
Paul_L_Ming Offline
User
Paul_L_Ming  Offline
User

Joined: Nov 2003
Posts: 523
Whitehorse, Yukon, Canada
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. \:\)


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Re: Calling All Shader GURUS [Re: Paul_L_Ming] #206523
05/14/08 01:50
05/14/08 01:50
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
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.


xXxGuitar511
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