Gamestudio Links
Zorro Links
Newest Posts
Data from CSV not parsed correctly
by EternallyCurious. 04/25/24 10:20
Trading Journey
by howardR. 04/24/24 20:04
M1 Oversampling
by Petra. 04/24/24 10:34
Zorro FIX plugin - Experimental
by flink. 04/21/24 07:12
Scripts not found
by juergen_wue. 04/20/24 18:51
zorro 64bit command line support
by 7th_zorro. 04/20/24 10:06
StartWeek not working as it should
by jcl. 04/20/24 08:38
folder management functions
by VoroneTZ. 04/17/24 06:52
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
5 registered members (AndrewAMD, SBGuy, Petra, flink, 1 invisible), 699 guests, and 6 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Mega_Rod, EternallyCurious, howardR, 11honza11, ccorrea
19048 Registered Users
Previous Thread
Next Thread
Print Thread
Rating: 5
Page 8 of 14 1 2 6 7 8 9 10 13 14
Re: car-/metal- & toonshader [Re: mpdeveloper_B] #215251
07/10/08 01:31
07/10/08 01:31
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
User
BoH_Havoc  Offline OP
User

Joined: Jun 2004
Posts: 655
to your left
Well, the way things are going right now i think i will be able to finally release the next version of shade-c around the end of august. I'm currently making some additional changes to the "framework" and am playing around with some new shaders i got my hands on. Also while working on an oceanshader i accidentially stumbled over a possible solution to get the dynamic gamma correction for hdr working. Please don't ask how an oceanshader relates to dynamic gamma control, it really just was a lucky accident wink Now if i get more accidents like this i might be able to release the next version even sooner laugh

Last edited by BoH_Havoc; 07/10/08 01:32.

Shade-C EVO Lite-C Shader Framework
Re: car-/metal- & toonshader [Re: BoH_Havoc] #215336
07/10/08 15:03
07/10/08 15:03
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline
Expert
mpdeveloper_B  Offline
Expert

Joined: Feb 2006
Posts: 2,185
:P ok then, it sounds like it's going well. You never answered my questions though laugh


- aka Manslayer101
Re: car-/metal- & toonshader [Re: mpdeveloper_B] #215380
07/10/08 21:19
07/10/08 21:19
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
User
BoH_Havoc  Offline OP
User

Joined: Jun 2004
Posts: 655
to your left
Meh, sorry about that whistle

Quote:

- does it use a toon map like most toon shaders do, so the shine could be modified?


Nope, at the moment you just change a value in the shader. A lookupmap is a good idea though, as it's way more flexible. I'll change the shader accordingly.

Quote:
- what shader model does it support?


It's vs/ps 2.0 at the moment. I think this can be changed to vs 1.0 and ps 1.4 as the shader isn't very complex. I just start all my shader in vs/ps 2.0 as they are more convenient to write this way.

Quote:
- how is the framerate in fullscreen?


Depends on the model/scenecomplexity. It's definately not a frameratekiller smile

Quote:
- is it possible to modify how thick the outline is?


Yes, this can be easily changed in the shader.


Shade-C EVO Lite-C Shader Framework
shade-c : lite-c shader project (HDR,DoF,etc) [Re: BoH_Havoc] #216630
07/17/08 23:49
07/17/08 23:49
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
User
BoH_Havoc  Offline OP
User

Joined: Jun 2004
Posts: 655
to your left
Just thought i would post my to-do list for the next release:

- ocean shader (refraction+reflection depending on view angle and water depth, vertex noise waves, foam depending on water depth and waves, sun reflection, real time water depth calculation) - 90% (i might post a demo in a few days, it's really nice to look at smile )

- create ps 1.4 and ps 3.0 versions of the watershader - 0%

- dynamic cloud shader (clouds generated by perlin noise, normalmapping for depth and additional detail) - 25%

- various toon shaders (add lookup map, port to ps 1.4 if possible) - 75%

- volumetric particles - 85%

- fix diffuse lighting error on carshader - 0%

- optimize framework - 60%

- adjust some values of/rewrite the bloom shader - 0%

- adjust some values of/rewrite the depth of field shader - 0%

- add support for multiple dynamic lights to all object shaders - 75%


I think that's about everything there's left to do for the next release.

Please note that the next version of shade-c might not be compatible with former versions. While rewriting the code some parts have changed. I'll try my best to make it compatible with the old version so you don't have to rewrite your scripts, but i can't guarantee it. I'm really sorry about that, but some things just had to be changed as they were unefficient or just plain stupid wink

Last edited by BoH_Havoc; 07/17/08 23:50.

Shade-C EVO Lite-C Shader Framework
Re: shade-c : lite-c shader project (HDR,DoF,etc) [Re: BoH_Havoc] #216632
07/17/08 23:53
07/17/08 23:53
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline

User
Matt_Coles  Offline

User

Joined: Jul 2003
Posts: 893
Melbourne, Australia
sounds great, especially looking forward to seeing your new water shader smile

Re: car-/metal- & toonshader [Re: BoH_Havoc] #216758
07/18/08 17:03
07/18/08 17:03
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline
Expert
mpdeveloper_B  Offline
Expert

Joined: Feb 2006
Posts: 2,185
Originally Posted By: BoH_Havoc
Nope, at the moment you just change a value in the shader. A lookupmap is a good idea though, as it's way more flexible. I'll change the shader accordingly.

Cool, it would be more flexible.

Originally Posted By: BoH_Havoc
It's vs/ps 2.0 at the moment. I think this can be changed to vs 1.0 and ps 1.4 as the shader isn't very complex. I just start all my shader in vs/ps 2.0 as they are more convenient to write this way.


You say it supports dynamic lights as well? If so then 2.0 is just fine.

Originally Posted By: BoH_Havoc
Depends on the model/scenecomplexity. It's definately not a frameratekiller smile


That's always nice to hear smile

Originally Posted By: BoH_Havoc
Yes, this can be easily changed in the shader.


I figured as much, it wouldn't be a good toon shader without that ability smile

I just have three last questions:

What is it that causes the black areas on the model? Not the outline, the black shading.

Is this because of the shading?

If so would it be easily modified through a toon map?

BoH, you've done a great job and it's nice to hear what's going on with shade-c. Looking forward to your object shaders smile

edit: Would you mind if I added shade-c to our For Developers section on itbgames.com?

Last edited by mpdeveloper_B; 07/18/08 17:06.

- aka Manslayer101
Re: car-/metal- & toonshader [Re: mpdeveloper_B] #216884
07/19/08 13:52
07/19/08 13:52
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
User
BoH_Havoc  Offline OP
User

Joined: Jun 2004
Posts: 655
to your left
Quote:

What is it that causes the black areas on the model? Not the outline, the black shading.

Is this because of the shading?

If so would it be easily modified through a toon map?


I don't know exactly what you mean but i guess you are talking about the self shadowing/diffuse ligthing? If so, then this can be changed through the lookupmap. Maybe post a screenshot and mark the part your are talking about? smile

Quote:
edit: Would you mind if I added shade-c to our For Developers section on itbgames.com?


Hell no! That would be very nice of you actually smile


Shade-C EVO Lite-C Shader Framework
Re: car-/metal- & toonshader [Re: BoH_Havoc] #216892
07/19/08 15:15
07/19/08 15:15
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline
Expert
mpdeveloper_B  Offline
Expert

Joined: Feb 2006
Posts: 2,185
Originally Posted By: BoH_Havoc
I don't know exactly what you mean but i guess you are talking about the self shadowing/diffuse ligthing? If so, then this can be changed through the lookupmap. Maybe post a screenshot and mark the part your are talking about? smile


Here's what I mean:


Originally Posted By: BoH_Havoc
Hell no! That would be very nice of you actually smile


k, I'll add it soon laugh


- aka Manslayer101
Re: shade-c : lite-c shader project (HDR,DoF,etc) [Re: mpdeveloper_B] #217034
07/21/08 00:36
07/21/08 00:36
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
User
BoH_Havoc  Offline OP
User

Joined: Jun 2004
Posts: 655
to your left
Thanks for the picture. I'll see if i can fix this problem smile

"Small" update: I got dyamic exposure control working! Now if the user looks at bright areas, the overall brightness will decrease. If the user looks at dark areas, the overall brightness will increase. I still have to tweak some values, but all in all it's working ... and it's fun to play around with laugh


Shade-C EVO Lite-C Shader Framework
Re: shade-c : lite-c shader project (HDR,DoF,etc) [Re: mpdeveloper_B] #218097
07/26/08 13:06
07/26/08 13:06
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline
Expert
Espér  Offline
Expert

Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
if i add (f.e.) the cartoon shader to my hero model, he is only shown black...
Same with hdrV_Blur, metal, skin, ..etc...

Any idea whats wrong?


Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Page 8 of 14 1 2 6 7 8 9 10 13 14

Moderated by  adoado, checkbutton, mk_1, Perro 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1