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Information on shader - any help would be great
#120178
03/30/07 04:08
03/30/07 04:08
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MaxF
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Can 3DGS do something like the following Ambient Occlusion and Normal Mix I know this shader is for 3DMax. SPECS: HARDWARE: DirectX 9 or higher TEXTURES: - Diffuse Texture - Normal Map Texture - Ambient Occlusion Texture - Global Illumination Texture (Diffusely Convolved Cube Map) INPUTS: - Ambient Color PASSES: One Can it be done in 3DGS and if so can this shader be converted.
Last edited by MaxF; 03/30/07 04:51.
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Re: Information on shader - any help would be grea
[Re: lostclimate]
#120180
03/30/07 04:52
03/30/07 04:52
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MaxF
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I was watching GTA4 sorry  changed now..
Last edited by MaxF; 03/30/07 04:52.
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Re: Information on shader
[Re: MaxF]
#120182
03/31/07 04:31
03/31/07 04:31
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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Nope. It would run too slow. And most of the features needed aren't supported by 3dgs shaders (such as ray-tracing, and extracting hdr maps)...
xXxGuitar511 - Programmer
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Re: Information on shader
[Re: xXxGuitar511]
#120183
04/03/07 15:04
04/03/07 15:04
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MaxF
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Hi xXxGuitar511 I think it does not use HDRI. It users I believe - Diffuse Texture (3DGS can do) - Normal Map Texture (3DGS can do) - Ambient Occlusion Texture (3DGS should be able to do) - Cube Map (3DGS I think it can do) - Quote:
For the lighting in this shader I use a diffusely convolved, high dynamic range image (HDRI) and convert it to a cube map. This cube map simulates light coming from every direction into each point on the model. Then I use the normal from the normal map to look up in the cube map the light that comes from the normal's direction.
Last edited by MaxF; 04/03/07 15:06.
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Re: Information on shader
[Re: mk_1]
#120185
04/03/07 16:09
04/03/07 16:09
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MaxF
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Hi mk_1 Done a few searches on Google and can't see disadvantages that pop up, lots of games use ambient occlusion. I'm looking for ambient occlusion more then full GI, but that shader looks good 
Last edited by MaxF; 04/03/07 16:10.
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Re: Information on shader
[Re: MaxF]
#120186
04/03/07 16:17
04/03/07 16:17
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mk_1

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Quote:
Also, the global illumination map looks best for the one spot in the environment where it was created. If you apply the shader to a moving character, you need to create a new cube map for each area of your world and come up with a method for telling the shader which cube map to use based on proximity.
Finally, this shader has no support for dynamic (moving) light sources. That means that it won't respond to torches moving by, bright explosions, etc.
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Re: Information on shader
[Re: mk_1]
#120187
04/03/07 22:23
04/03/07 22:23
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Posts: 2,503 SC, United States
xXxGuitar511
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I'd recommend sticking with a simple normal mapping shader, unless you feel up to the challenge. But I don't see it happening realistically in 3DGS...
xXxGuitar511 - Programmer
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