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Viva Pinata's shaders and materials
#121749
04/06/07 09:07
04/06/07 09:07
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Joined: Nov 2003
Posts: 1,659 San Francisco
JetpackMonkey
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Posts: 1,659
San Francisco
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But can someone look at this screenshot from Viva Pinata and tell me what's going on here shader-wise? How would you reproduce this scene in A6 using shaders? Especially curious about: 1. The glove shaped house in the BG 2. The pumpkins highlights and texture (is that normal mapped? if so, why is it matte and not glossy?) The little zig-zag pattern looks like it is a bump map? 3. The grass (is that somehing like a fur shader going on?) 4. Those vine shadows on the pumpkins This game is really cute loookin
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Re: Viva Pinata's shaders and materials
[Re: JetpackMonkey]
#121750
04/06/07 09:18
04/06/07 09:18
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Joined: Aug 2006
Posts: 652 Netherlands
bstudio
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well, the enviroment contains a bloom shader (at least i think) the grass i guess is some sort of fur shader but verry short and combined with multitexture i guess.
BASIC programmers never die, they GOSUB and don't RETURN.
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Re: Viva Pinata's shaders and materials
[Re: bstudio]
#121751
04/06/07 19:54
04/06/07 19:54
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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*) Bloom + Fog + soft-shadows 1) Normal mapped + Specular lighting 2) Normal-mapped 3) fur + multi-tex 4) [again] soft-shadows normal maps don't have to be glossy , most of the time you see this is here in the forum, where people don't create specular maps [alpha channel of normal map]. The specular channel controls the "glossy"ness
xXxGuitar511 - Programmer
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Re: Viva Pinata's shaders and materials
[Re: PHeMoX]
#121753
04/07/07 11:53
04/07/07 11:53
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Joined: Jan 2006
Posts: 1,829 Neustadt, Germany
TWO
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Copied from Guitar *) Bloom/HDR + Per-Pixel Fog + soft-shadows 1) As normalmapping cant change the shape, I would say this house has actually many polygons + maybe baked AO 2) Normal-mapped 3) fur + multi-tex per noise map 4) [again] soft-shadows BTW wow, cool scene
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Re: Viva Pinata's shaders and materials
[Re: TWO]
#121755
04/07/07 12:06
04/07/07 12:06
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Joined: Jan 2004
Posts: 2,013 The Netherlands
Excessus
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What makes you guys think there is ambient occlusion on that house? To me, it looks like a somewhat highpoly model with normalmapping and specularity.
btw, 'soft shadows' is not really an accurate description. Soft shadows can come from lightmapping, shadowmapping or shadow volumes. I guess (but can't be sure) they used a global shadowmapping shader.
I think the athmosphere of this game is caused mainly by the colors and style they used.
EDIT: after looking at those last screenshots (wheren't there when I posted), I can say it looks like shadowmapping with percentage-closer filtering.
We aren't really missing anything in gamestudio, you just have to write those shaders.. You might say "yes but an engine should provide shaders X and Y". In reality, however, you will need a different shader for almost all models. Using 'uber shaders', like the recently released normalmapping shader is a bad idea because it does many more things than you need, slowing it down. If you want to create a scene like that, you will have to do shader programming anyways, and all those shaders are freely available on the web, you'll just have to edit them to work with gamestudio and suit your specific needs.
Last edited by Excessus; 04/07/07 12:15.
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Re: Viva Pinata's shaders and materials
[Re: Excessus]
#121756
04/07/07 14:23
04/07/07 14:23
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
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Quote:
What makes you guys think there is ambient occlusion on that house? To me, it looks like a somewhat highpoly model with normalmapping and specularity.
Because their bloom effect doesn't come over edges, it stays within the model. But you're probably right, it's probably or could just as well be normal mapping. Still, normal mapping usually doesn't give this glowy effect and they've already used ambient occlusion in their other games (Perfect Dark Zero, Kameo), Rare is generally quite underestimated when it comes to their technical talent.
http://www.xboxyde.com/forum_8_17763_1_en.html
Cheers
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Re: Viva Pinata's shaders and materials
[Re: PHeMoX]
#121757
04/07/07 14:30
04/07/07 14:30
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Joined: Jan 2004
Posts: 2,013 The Netherlands
Excessus
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Expert
Joined: Jan 2004
Posts: 2,013
The Netherlands
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Quote:
Because their bloom effect doesn't come over edges, it stays within the model. But you're probably right, it's probably or could just as well be normal mapping. Still, normal mapping usually doesn't give this glowy effect and they've already used ambient occlusion in their other games (Perfect Dark Zero, Kameo), Rare is generally quite underestimated when it comes to their technical talent.
Ambient occlusion has nothing to do with bloom. Bloom is a postprocessing shader and ambient occlusion is a shading algorithm.
Normalmapping has nothing to do with the lighting algorithm used. The only thing normalmapping does is allow you to define a normal for every pixel, instead of every vertex. This normal (instead of the interpolated normal of 3 vertices) is then used in the lighting algorithm to determine from what direction it will recieve light. You can have normalmapping with diffuse lighting, specular lighting or anything you come up with really..
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