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Re: Shade-C v0.91 BETA S1 RELEASED [Re: Kartoffel] #408180
09/26/12 22:03
09/26/12 22:03
Joined: Nov 2007
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Germany, BW, Stuttgart
MasterQ32 Offline
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one question from my side:
is shade-c able to render lights on transparent surfaces?


Visit my site: www.masterq32.de
Re: Shade-C v0.91 BETA S1 RELEASED [Re: MasterQ32] #408183
09/26/12 22:36
09/26/12 22:36
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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I think so... but not with deferred rendering


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Re: Shade-C v0.91 BETA S1 RELEASED [Re: Kartoffel] #408246
09/28/12 03:06
09/28/12 03:06
Joined: Apr 2005
Posts: 795
U.S.A. Michigan
exile Offline
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Are there any particle materials? I've tried looking but I havent found any outside of the soft sprites, which I dont think can be used for particles.

Re: Shade-C v0.91 BETA S1 RELEASED [Re: exile] #408269
09/28/12 12:45
09/28/12 12:45
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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I'm not sure if particles work together with shade-c at all.

But if the effect doesn't require too much particles, sprites should work.
They're a bit slower but you also have more possibilities with them (shaders, rotating, ...)


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Re: Shade-C v0.91 BETA S1 RELEASED [Re: Kartoffel] #408540
10/03/12 14:26
10/03/12 14:26
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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@MasterQ32: Transparent objects are only supported in the forward renderer at the moment. To use, set sc_screen_default.settings.forward.enabled = 1; . You then have to set sc_skill(ENTITY* ent, SC_OBJECT_PASS, SC_PASS_FORWARD); for every object which should be rendered in the forward renderer instead of the deferred renderer. You can then apply any material/shader you want to these objects (e.g. a translucent shader).
There will be basic support for deferred translucent objects in the future using a variation of a technique called "alpha stippling" and "inferred rendering".

@exile: You have to enable forward rendering for particles to work. To do so, set sc_screen_default.settings.forward.enabled = 1; . You can now use particles.


Shade-C EVO Lite-C Shader Framework
Re: Shade-C v0.91 BETA S1 RELEASED [Re: BoH_Havoc] #410394
11/02/12 13:34
11/02/12 13:34
Joined: Aug 2009
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painkiller Offline
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Is it possible to use environment mapping f.i. on the car shader?


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Re: Shade-C v0.91 BETA S1 RELEASED [Re: painkiller] #410449
11/03/12 09:37
11/03/12 09:37
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Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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It should be possible but I'm not sure how to do it, sorry smirk
However, it looks like BoHHavoc plans to implement Screen Space Reflections:


(I think it's based on the technique Superku posted some time ago)

They can produce better results - because they actually reflect the scene, not just a cubemap - and they are faster and extremely efficient.


Last edited by Kartoffel; 11/03/12 09:38.

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Re: Shade-C v0.91 BETA S1 RELEASED [Re: Kartoffel] #410574
11/05/12 18:13
11/05/12 18:13
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Any news about Shade-C? confused


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Re: Shade-C v0.91 BETA S1 RELEASED [Re: Kartoffel] #410962
11/11/12 13:27
11/11/12 13:27
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Posts: 655
to your left
BoH_Havoc Offline OP
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Environment mapping is currently not implemented as i want to create a deferred method for this instead of a forward method.
It also isn't possible to derive from Shade-C's objectshader and implement it yourself, as the position is not passed to the pixelshader. I'll add this in a future release (or some way to change in/output of the vertexshader when deriving from Shade-C's objectshader).

I will implement screenspace reflections, as Kartoffel already mentioned. They are more easy to handle (for the user), but have limitations (for example only things which are on screen can be reflected).

The masterplan is to implement an automatic environment-/lightprobe system to get "realistic" results but this will take a while and has no high priority at the moment.


News on Shade-C: No news, except that Kartoffel sent over a nice Bloom/HDR mod which will be implemented next. Thanks again for that! laugh Before that i have to fix some other things though which are need for CSiS. I hope to do that this week and then go on with fixing bugs and implementing new features.


Shade-C EVO Lite-C Shader Framework
Re: Shade-C v0.91 BETA S1 RELEASED [Re: BoH_Havoc] #410968
11/11/12 15:06
11/11/12 15:06
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
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Well I said environment mapping because it was the most simple method, I just wanted to ask for a shader which could look good for a car model, and screenspace reflections will give better results for sure laugh


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