1 registered members (AndrewAMD),
1,089
guests, and 2
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: What are you working on?
[Re: PadMalcom]
#405326
07/28/12 09:36
07/28/12 09:36
|
Joined: Apr 2008
Posts: 2,488
ratchet
OP
Expert
|
OP
Expert
Joined: Apr 2008
Posts: 2,488
|
@Error014: That's a cool scene, but what is the purpose of the beam lights ? And the scene lacks some ligtening ? (it is like it would need some lights or effects ?), perhaps it will look less monotonous in some vidéo ? Anyway that's a cool scene Keep it up.
|
|
|
Re: What are you working on?
[Re: Hummel]
#405336
07/28/12 12:57
07/28/12 12:57
|
Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
|
Senior Expert
Joined: Jul 2001
Posts: 6,904
|
I thought the idea is to speed up directional lighting by calculating the lighting for "all" possible view space normals only once per frame, e.g. illuminating a "sphere" in view space which gives you the material/lighting map. The idea of MatCap'ing is not the speedup, but more the idea to "bake" complex lighting and -material properties, produced e.g. in 3DS Max. In the following picture, I assigned a concrete material to a sphere, that is above a grass field, I added a sun with winter'ish light (cold blue) and a backlight with a warm feeling. When projected on the geometry, the complex lighting is preserved: You can also do this in realtime by rendering a sphere in e.g. front of the camera and use that as a lookup for ambient terms, like I do here in a static fashion. -- The speedup is obvious, of course. Question is, if it looks fine, because point/directional light/specular directions are not corresponding anymore for objects - that is why this is suited only for ambient terms, if applied to everything. If you create local lightprobes, though, you could do a multitexture lookup and blend them according to the distance to the object. But this might create some overhead if done in realtime, which I don't want to do.
Last edited by HeelX; 07/28/12 12:58.
|
|
|
Re: What are you working on?
[Re: MasterQ32]
#405369
07/29/12 09:17
07/29/12 09:17
|
Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
Expert
|
Expert
Joined: Jun 2006
Posts: 2,640
Earth
|
The thing I like most about the video is how you're humming a at 0:46 Looking good!
Last edited by Germanunkol; 07/29/12 09:18.
~"I never let school interfere with my education"~ -Mark Twain
|
|
|
Re: What are you working on?
[Re: Germanunkol]
#405373
07/29/12 16:07
07/29/12 16:07
|
Joined: Jul 2011
Posts: 55 Berlin, Germany
Sammy32
Junior Member
|
Junior Member
Joined: Jul 2011
Posts: 55
Berlin, Germany
|
Hello, i am working on my scifi texture set. Some Screens from the testlevel without shader: test Level image Here you can see some texture samples: Texture Screen This modular set made with blender for my scifi shooter game. Comments are welcome :-) Update: more images and updated textures. room 1 door door 2 !!! Alle ingame screens without shader !! shader coming soon! Best regards Sammy
Last edited by Sammy32; 07/30/12 14:37.
- 3d Gamestudio Commercial - - ANET Pro - <JAVA | PHP | HTML | Flash > DEVELOPER
|
|
|
|