Some "small" examples i made with shadeC EVO in action ( Hail to Boh_Havoc ):
Info: On my Radeon HD4800 from 2008, the evo-example-scene runs with +-250fps in window mode (Win10).
Evo fix(?):
3runs githubYou wanna have at least some nice graphics and you're a shader noob ? ShadeC might be the answer here.Stuff like: HDR, DOF and and and...
What version? ShadeC or EVO?Well it belongs to what youre planning to do. I give u some facts ( good and bad ones ):
ShadeC- Terrain- Water- Nice object and PP shaders- no dynamic shadows for entitysShadeC EVO- No Terrain's ( see this Topic how to dirty "hack" terrain into )- No Water ( maybe we'll find a solution here next time ) edit 2021: Managed to create nice "faked" water (no reflections etc, but looking ok at least)
- Real nice object and PP shaders- dynamic shadows for entitys BUT only with spotlights!- memory leak!!!(try 3run's version [link above])- wont publish without a small modTip:- Reset the DYNAMIC flag for big models ( for example houses, read this Thread to know why )
- Modify your shadeC files ( fixed folders, read this Thread to know why )
See page "6" for a full publishing help---------------------------------------------------------
Hi.
Please somebody help here, iam pretty frustrated right now.
Iam trying for hours to render a simple grass model. Never made outdoor stuff with shadeCEVO before.
Why the hell it ignores the alpha-channel ? Better asked, how to "overlay" my grass model ?
With the std-sc-material (from cars window) it looks strange like this ( ignore the blur thats caused from DOF ):
//------------------------------------------------------------------------------
//----- USER INPUT -------------------------------------------------------------
//------------------------------------------------------------------------------
//assign skins
#define SKIN_ALBEDO (skin1.xyz) //diffusemap
#define SKIN_ALPHA (skin1.w) //alphamap
#define SKIN_NORMAL (skin2.xyz) //normalmap
#define SKIN_GLOSS (skin2.w) //glossmap
//...
#define NORMALMAPPING //do normalmapping?
#define GLOSSMAP //entity has glossmap?
#define ALPHA //entity has alphamap?
#define TRANSPARENT //entity alpha should be interpreted as transparent/translucent?
//------------------------------------------------------------------------------
// ! END OF USER INPUT !
//------------------------------------------------------------------------------
#include <scHeaderObject>
//custom code goes here
#include <scObject>
edit: -picture lost-
With a std-normal/spec-sc-material it looks like this, ok but Alpha is ignored (#define ALPHACLIP wont make a difference)
edit: -picture lost-
//------------------------------------------------------------------------------
//----- 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.y) //emissive mask
#define SKIN_COLOR (skin3.w) //(team)color mask
//...
#define NORMALMAPPING //do normalmapping?
#define GLOSSMAP //entity has glossmap?
#define GLOSSSTRENGTH 0 //glossmap channel will be set to this value if GLOSSMAP is not defined
//#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?
//#define ALPHACLIP //do alphatesting/alphacutout?
//#define USE_VEC_DIFFUSE //use diffuse_red/green/blue? (note: don't use with OBJECTCOLOR_A7 at the same time)
//#define ZPREPASS //do an early zbuffer prepass? Only makes sense for heavy ALU
//------------------------------------------------------------------------------
// ! END OF USER INPUT !
//------------------------------------------------------------------------------
#include <scHeaderObject>
// <-
// insert custom code here
// ->
#include <scObject>
Someone managed to render grass / tree leafs with shadeC
EVO ? Some idea / help would be really nice ^^
edit:
To reproduce my Problem, take two grass models ( one placed infront of the other ) and apply the car-glass-material. Then youll directly see it when walking around looking at the grass.
Greets