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Re: Shade-C v0.91 BETA S1 RELEASED [Re: BoH_Havoc] #413840
12/18/12 21:46
12/18/12 21:46
Joined: May 2009
Posts: 5,370
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3run Offline
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Re: Shade-C v0.91 BETA S1 RELEASED [Re: 3run] #413842
12/18/12 21:54
12/18/12 21:54
Joined: Jun 2009
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Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Yeah that was already in the first sc-evo version.

I think that's not really a problem 'cause there's nothing to show.
The important part is the code which describes how to implement shade-c to a project wink


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Re: Shade-C v0.91 BETA S1 RELEASED [Re: Kartoffel] #413845
12/18/12 21:58
12/18/12 21:58
Joined: May 2009
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3run Offline
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Potato, I don't see the same problem with the very first demo, it works flawlessly to me.
You rather didn't get my point or trying to act as a smartass! No meant to offend, just saying wink


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Re: Shade-C v0.91 BETA S1 RELEASED [Re: 3run] #413847
12/18/12 22:04
12/18/12 22:04
Joined: Jun 2009
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Kartoffel Offline
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Kartoffel  Offline
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Well... then I'm sorry blush

But I know this issue was already there in the previous version grin


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Re: Shade-C v0.91 BETA S1 RELEASED [Re: Kartoffel] #413848
12/18/12 22:08
12/18/12 22:08
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3run Offline
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Man, that is strange, cause it works pretty nice for me.. HDR is adjusting it brightness to a specific point, and then stops, but doesn't disappear.. as in new updated version, maybe this has to do something with my PC:
Quote:
AMD Radeon HD 6670 (updated drivers)
AMD Athlon(tm) II X4 641 Quad-Core Processor 2.80 GHz


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Re: Shade-C v0.91 BETA S1 RELEASED [Re: 3run] #413849
12/18/12 22:16
12/18/12 22:16
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Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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strange, indeed...
besides that, afaik there shouldn't be any brightness adjustment since shade-c doesn't support adaption crazy


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Re: Shade-C v0.91 BETA S1 RELEASED [Re: Kartoffel] #413858
12/19/12 02:30
12/19/12 02:30
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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This is intended in 01.c , it's just so something moves at all as there is nothing in the scene wink

Have a look at the end of main() and you'll see this, which will increase HDR brightness.
Or do you mean something else 3run?

Code:
while(1) {
	sc_screen_default.settings.hdr.intensity += time_step*0.01;
	if( sc_screen_default.settings.hdr.intensity > 1) sc_screen_default.settings.hdr.intensity = 0;
	
	wait(1);
}



Shade-C EVO Lite-C Shader Framework
Re: Shade-C v0.91 BETA S1 RELEASED [Re: BoH_Havoc] #413869
12/19/12 09:30
12/19/12 09:30
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Posts: 5,370
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3run Offline
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Oops grin That was it, I just haven't looked throw the code.. But this never happened with previous versions for me laugh


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Re: Shade-C v0.91 BETA S1 RELEASED [Re: 3run] #414109
12/23/12 10:48
12/23/12 10:48
Joined: Oct 2008
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M
memoli Offline
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tnx for shade-c EVO Boh havoc . But i want to set the normal map ,specular map power like old version "shade-c_v0.91_BETA_S1"
for example
float specularExp = 50; // vecSkill1.y | sharpness of the specular lighting
float velvStrength = 0.3; // vecSkill1.z | velvety Strength


float bumpStrength = 4; // bumpmapping strength

How can i do this which parameters?



Last edited by memoli; 12/23/12 10:49.
Re: Shade-C v0.91 BETA S1 RELEASED [Re: memoli] #414510
01/03/13 17:24
01/03/13 17:24
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Posts: 655
to your left
BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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In Shade-C Evo most values are now set by using textures or material and entity properties.

Bumpstrength can not be set by default, you have to create a stronger normalmap. (I created a shader which lets you set the normalmapstrength, though. See below).

SpecularExp is set through material.power
Additionally, in the below example:
- Emissive Color (if using an emissive mask) can be set through material.emssive_red/green/blue
- Object Color (if using a colormask) can be set through material.diffuse_red/green/blue
- Gloss strength can be directly set in the shader by setting GLOSSSTRENGTH to another value

Velvety lighting has been moved to the light shader and can only be used if you switch the lighting model (blinn-phong, lambert, oren-nayar, etc) for the entity and then set the wrap around value of the lighting model. I'm not satisfied with how it currently works, so i won't give an example on how to use it as it's subject to change. Sorry.

Code:
//------------------------------------------------------------------------------
//----- USER INPUT -------------------------------------------------------------
//------------------------------------------------------------------------------

//assign skins
#define SKIN_ALBEDO (skin1.xyz) //diffusemap
#define SKIN_ALPHA (skin1.w) //alpha
#define SKIN_NORMAL (skin2.xyz) //normalmap
#define SKIN_GLOSS (skin2.w) //glossmap
#define SKIN_EMISSIVEMASK (skin3.b) //emissive mask
#define SKIN_COLOR (skin3.g) //(team)color mask
//...

#define NORMALMAPPING //do normalmapping?
#define BUMPSTRENGTH 10 //strength of normalmapping

#define GLOSSMAP //entity has glossmap?
#define GLOSSSTRENGTH 1 //if entity has no glossmap, gloss will be set to this value

#define EMISSIVEMASK //use emissive mask? (formula: emissive_color = SKIN_EMISSIVEMASK * SKIN_ALBEDO)
#define EMISSIVE_A7 // (optional EMISSIVEMASK addon) use emissive_red/green/blue for as emissive color? (formula: emissive_color = SKIN_EMISSIVEMASK * vecEmissive)
//#define EMISSIVE_SHADEC // (optional EMISSIVEMASK addon) OR use SC_OBJECT_EMISSIVE as emissive color? (formula: emissive_color = SKIN_EMISSIVEMASK * SC_OBJECT_EMISSIVE)

#define OBJECTCOLOR_A7 // use diffuse_red/green/blue as (team)color using the colormask?
//#define OBJECTCOLOR_SHADEC // OR use SC_OBJECT_COLOR as (team)color using the colormask?

//------------------------------------------------------------------------------
// ! END OF USER INPUT !
//------------------------------------------------------------------------------

#include <scHeaderObject>
#define CUSTOM_VS_EXTEND
vsOut Custom_VS_Extend(vsIn In, vsOut Out)
{
	Out.Tangent = Out.Tangent*BUMPSTRENGTH;
	Out.Binormal = Out.Binormal*BUMPSTRENGTH;
	//Out.Normal *= 1000;
	
	return Out;
}


#include <scObject>


Last edited by BoH_Havoc; 01/03/13 17:29.

Shade-C EVO Lite-C Shader Framework
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