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Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: Pappenheimer] #120781
04/14/07 13:17
04/14/07 13:17
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
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sPlKe  Offline
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Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
bumb mapping =alpha channel height map
normal mapping: second skin heught map (all colors)
paralax mapping: second skin normal map and alpha channel gloss map

i could be wrong about that however but thats the way i understood that?

anyway, this shader is great... you could write a small introduction of how to set it up nicely, what to place in wed to get good results ect...

Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: sPlKe] #120782
04/14/07 16:50
04/14/07 16:50
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline OP
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xXxGuitar511  Offline OP
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Posts: 2,503
SC, United States
@Frazzle: yeah, you caught me, lol. I didn't notice/forgot...

@Pappenheimer: Specular map/channel, and no, there isn't. I got those models from online (with normalmaps, but not specular), and I'm not artist on the computer, so I didn't make specular channels for them. I know, I'm a slacker, lol.

Quote:

Specular mapping: the perfect, mirror-like reflection of light (or sometimes other kinds of wave) from a surface, in which light from a single incoming direction is reflected into a single outgoing direction. Such behaviour is described by the law of reflection, which states that the direction of outgoing reflected light and the direction of incoming light make the same angle with respect to the surface normal; this is commonly stated as θi = θr.





ALL YOU HAVE TO DO:

Include the file <NM.wdl> into your main script.

Attach the material to your model.

(OPTIONAL) Customize the effects and options through the customize panel in WED (For NM.wdl).


EDIT: It's ready, so I'll upload it as soon as I find someone to host it...

Last edited by xXxGuitar511; 04/14/07 16:51.

xXxGuitar511
- Programmer
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: xXxGuitar511] #120783
04/14/07 20:33
04/14/07 20:33
Joined: Aug 2002
Posts: 572
Toronto
MadMark Offline
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MadMark  Offline
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Joined: Aug 2002
Posts: 572
Toronto
Looks great xXxGuitar511! Nice work.
I think I'm going to have to read up on shaders and specular / bump mapping in 3DGS. Any pointers for tutorials or refernce?

Cheers,
Mark

[EDIT] Just had a look at your website. Solitude looks incredible. Couldn't load the storyline page though.

Last edited by MadMark; 04/14/07 20:39.

People who live in glass houses shouldn't vacuum naked.
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: MadMark] #120784
04/14/07 22:23
04/14/07 22:23
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline OP
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xXxGuitar511  Offline OP
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Joined: Mar 2006
Posts: 2,503
SC, United States
Yeah, that was a project that kind of... died. lol.

Thanks though. I actually didn't have a storyline, which is why it failed. I was just making random crap with to meaning to it.

As for tutorials/fererence. IDK. I just went through other peoples code and figured out how it works. Thats how I learn. But a nice tutorial I did go through was by Excessus. His normal mapping shader gave me a good insight to how structs and methods worked...


xXxGuitar511
- Programmer
Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: xXxGuitar511] #120785
04/15/07 22:53
04/15/07 22:53
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
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sPlKe  Offline
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Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
about hosting, i could do that!

Re: Normal-Mapping Shader (The Best @ vsps2.0) [Re: sPlKe] #120786
04/16/07 14:42
04/16/07 14:42
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline OP
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xXxGuitar511  Offline OP
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Joined: Mar 2006
Posts: 2,503
SC, United States
Kool. I'll email it to you when I get home!

It's only two small text files (NM.wdl & NM.fx).


xXxGuitar511
- Programmer
DOWNLOAD: Normal-Mapping Shader [Re: xXxGuitar511] #120787
04/17/07 13:27
04/17/07 13:27
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
Expert
sPlKe  Offline
Expert

Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria

Last edited by SPlKE; 04/17/07 13:27.
Re: DOWNLOAD: Normal-Mapping Shader [Re: sPlKe] #120788
04/17/07 16:03
04/17/07 16:03
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline OP
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xXxGuitar511  Offline OP
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Joined: Mar 2006
Posts: 2,503
SC, United States
Alright, there it is as posted above by Spike!

The final version of this release. All options can be set through the customize panel for the NM.wdl file.

The two options at the top are for enabled/disabling Faking of dynamic lights and ambience by static lights.

Diffuse directly adjusts the colors in the first skin. The Emissive values directly adjust the static light color found.


EDIT: I also corrected the tangents input to the shader, so the lighting direction is now calculated correctly.

Last edited by xXxGuitar511; 04/17/07 16:08.

xXxGuitar511
- Programmer
Re: DOWNLOAD: Normal-Mapping Shader [Re: xXxGuitar511] #120789
04/17/07 16:06
04/17/07 16:06
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline
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Puppeteer  Offline
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Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Thx!
Nice one


Formally known as Omega
Avatar randomness by Quadraxas & Blade
http://omegapuppeteer.mybrute.com
Re: DOWNLOAD: Normal-Mapping Shader [Re: Puppeteer] #120790
04/17/07 18:54
04/17/07 18:54
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Thxn you for your hard work on this Guitar !!
We all really appriciate this to the full 100%
Btw, thank you Spike for willing to be the host

Cheers

Frazzle


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