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Posted: Fri Jan 16, 2009 9:11 pm
by roelor
That scene gives off a warm feeling, The only thing I don't like is the ground texture. Try some sand blocks..

Posted: Fri Jan 16, 2009 9:59 pm
by Virion
kaos wrote:In this moment I am trying to add shader with bump, specular.... I hope to get it.

Image
awesome

Posted: Fri Jan 16, 2009 11:38 pm
by MasterGod
kaos wrote:In this moment I am trying to add shader with bump, specular.... I hope to get it.

Image
Can we get this image at a larger resolution ? Say.. 1600x1200 :D :?:

Posted: Sat Jan 17, 2009 7:34 am
by empirepro
Heres a quick screenshot from me!

Image

Posted: Sat Jan 17, 2009 8:29 am
by BlindSide
kaos wrote:In this moment I am trying to add shader with bump, specular.... I hope to get it.
Hey is that using the XEffects shadowmapping? :D

Posted: Sat Jan 17, 2009 11:26 am
by kaos
BlindSide wrote:
kaos wrote:In this moment I am trying to add shader with bump, specular.... I hope to get it.
Hey is that using the XEffects shadowmapping? :D
No :(, because finally I needed a lightmap_m2 for to get the contrast of the shadow and light the sun and all, are static lightmap.
MasterGod wrote: Can we get this image at a larger resolution ? Say.. 1600x1200 :D :?:
http://www.web-asturias.es/shot0001.jpg

Posted: Sat Jan 17, 2009 1:11 pm
by BlindSide
No Sad, because finally I needed a lightmap_m2 for to get the contrast of the shadow and light the sun and all, are static lightmap.
Oh, shot down :( But like I said, you can set lightcolor to SColorf(2.0, 2.0, 2.0, 2.0) to achieve similar contrast with the XEffects shadowmaps, it can be greater than 1.0. Also, you can still use lightmap for things like AO, you can combine both. I am not asking you to use it or anything if you don't want to, I just liked that screenshot you posted of the shadowmaps in the XEffects thread.

Posted: Sat Jan 17, 2009 3:44 pm
by Mel
Looks sweet! That last render of Kaos is great!

Posted: Sat Jan 17, 2009 7:14 pm
by kaos
BlindSide wrote:
No Sad, because finally I needed a lightmap_m2 for to get the contrast of the shadow and light the sun and all, are static lightmap.
Oh, shot down :( But like I said, you can set lightcolor to SColorf(2.0, 2.0, 2.0, 2.0) to achieve similar contrast with the XEffects shadowmaps, it can be greater than 1.0. Also, you can still use lightmap for things like AO, you can combine both. I am not asking you to use it or anything if you don't want to, I just liked that screenshot you posted of the shadowmaps in the XEffects thread.

I prefer xefffetcs( dynamic always ), I am going to test.

The problem is that I don't understand the shaders very well and I want to use them slowly. And.... I had a proble with xeffects the antialias not worked.

thanks

Posted: Sat Jan 17, 2009 7:35 pm
by oldskoolPunk
kaos wrote:In this moment I am trying to add shader with bump, specular.... I hope to get it.

Image
Beautiful !!!

Please keep us updated on your progress? I am also trying to do the same, with no luck so far. Right now, tangent meshes can only have 1 set of uv coords, so you have to either bake the details into the lightmap (ugly), or use the same mapping for both and try to scale the texture coordinates for the detail textures. The latter making it impossible to uvmap anything but flat walls.
But in a world of "makePlanarTextureMap" all is good I guess

Posted: Sun Jan 18, 2009 3:53 am
by BlindSide
Or the third method of generating tangents on the fly...

Posted: Tue Jan 20, 2009 7:05 pm
by oldskoolPunk
BlindSide wrote:Or the third method of generating tangents on the fly...
Thanks Blindside. I remember seeing this way back in a post about 4-light normalmapped animated meshes but i cant find it now.

I tried this and it works great. Beautiful radiosity baked diffuse lighting with realtime specular highlights on bump-mapped suracfes!! Ive heard this is a performance hog, but I cant tell on my computer :)

Now if I can get a decent bake out of blender so I can proove it haha.

Posted: Tue Jan 20, 2009 8:27 pm
by fmx
I tried it too, and it appears to be a bit of an expensive calculation for me generally.
Helps the FPS if you only play with one or two lights rather than 4 though.

Looking forward to seeing what you guys come up with oldskoolPunk and kaos :)

um empirepro, can I ask, what your screenshot supposed to be showing?

Posted: Wed Jan 21, 2009 1:06 am
by empirepro
My screenshot didn't have any special effect or anything its just a space scene. The StarBase wasn't even finished being textured yet! lol but oh well

Posted: Wed Jan 21, 2009 3:58 pm
by Bear_130278
May i add something? :oops:
Image
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