Where are the Fresnel materials image files,....?

alamata

16-10-2014 05:35:25

Hey,...

i have play a bit with fresnel demo,...;)

everything is nearly ok as you can see,...

[attachment=0]Mogre Fresnel ok .jpg[/attachment]


execpt the image files for water reflection/refraction fresnel material...


here is the material script


material Examples/EnvMappedRustySteel
{
technique
{
pass
{

texture_unit
{
texture RustySteel.jpg
}

texture_unit
{
texture spheremap.png
colour_op_ex add src_texture src_current
colour_op_multipass_fallback one one
env_map spherical
}
}
}
}
material Examples/OgreLogo
{
technique
{
pass
{
ambient 0.8 0.8 0.8

texture_unit
{
texture ogrelogo.png
}
}
}
}
material Examples/DarkMaterial
{
technique
{
pass
{
ambient 0.1 0.1 0.1

texture_unit
{
texture BeachStones.jpg
}
}
}
}
material Examples/SpaceSkyBox
{
technique
{
pass
{
lighting off
depth_write off

texture_unit
{
cubic_texture stevecube.jpg separateUV
tex_address_mode clamp
}
}
}
}
material Examples/SceneSkyBox1
{
technique
{
pass
{
lighting off
depth_write off

texture_unit
{
cubic_texture cubemap_fr.jpg cubemap_bk.jpg cubemap_lf.jpg cubemap_rt.jpg cubemap_up.jpg cubemap_dn.jpg separateUV
tex_address_mode clamp
}
}
}
}
material Examples/SceneCubeMap1
{
technique
{
pass
{
lighting off

texture_unit
{
cubic_texture cubemap.jpg combinedUVW
tex_address_mode clamp
env_map cubic_reflection
}
}
}
}
material Examples/SceneSkyBox2
{
technique
{
pass
{
lighting off
depth_write off

texture_unit
{
cubic_texture cubescene_fr.jpg cubescene_bk.jpg cubescene_lf.jpg cubescene_rt.jpg cubescene_up.jpg cubescene_dn.jpg separateUV
tex_address_mode clamp
}
}
}
}
material Examples/SceneCubeMap2
{
technique
{
pass
{
lighting off

texture_unit
{
cubic_texture cubescene.jpg combinedUVW
tex_address_mode clamp
env_map cubic_reflection
}
}
}
}

material Examples/CloudyNoonSkyBox
{
technique
{
pass
{
lighting off
depth_write off

texture_unit
{
cubic_texture cloudy_noon.jpg separateUV
tex_address_mode clamp
}
}
}
}

material Examples/StormySkyBox
{
technique
{
pass
{
lighting off
depth_write off

texture_unit
{
cubic_texture stormy.jpg separateUV
tex_address_mode clamp
}
}
}
}


fragment_program Examples/MorningSkyBoxHDRfp cg
{
source hdr.cg
entry_point morningskybox_fp
profiles ps_2_0 arbfp1

}
material Examples/MorningSkyBox
{
technique
{
pass
{
lighting off
depth_write off

texture_unit
{
cubic_texture morning.jpg separateUV
tex_address_mode clamp
}
}
}

// HDR technique (fake)
technique
{
scheme HDR

pass
{
lighting off
depth_write off

vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture
{
param_named_auto worldViewProj worldviewproj_matrix
param_named ambient float4 1 1 1 1
}
fragment_program_ref Examples/MorningSkyBoxHDRfp
{
}

texture_unit
{
cubic_texture morning.jpg separateUV
tex_address_mode clamp
}
}
}
}
fragment_program Examples/MorningCubeMapHDRfp cg
{
source hdr.cg
entry_point morningcubemap_fp
profiles ps_2_0 arbfp1

}
material Examples/MorningCubeMap
{
technique
{
pass
{
lighting off

texture_unit
{
cubic_texture morning.jpg combinedUVW
tex_address_mode clamp
env_map cubic_reflection
}
}
}
// HDR technique (fake)
technique
{
scheme HDR

pass
{
lighting off

fragment_program_ref Examples/MorningCubeMapHDRfp
{
}
texture_unit
{
cubic_texture morning.jpg combinedUVW
tex_address_mode clamp
env_map cubic_reflection
}
}
}
}


material Examples/EveningSkyBox
{
technique
{
pass
{
lighting off
depth_write off

texture_unit
{
cubic_texture evening.jpg separateUV
tex_address_mode clamp
}
}
}
}

material Examples/CloudySky
{
technique
{
pass
{
lighting off
depth_write off

texture_unit
{
texture clouds.jpg
scroll_anim 0.15 0
}
}
}
}
material Examples/RustySteel
{
technique
{
pass
{

texture_unit
{
texture RustySteel.jpg
}
}
}
}
material Examples/Chrome
{
technique
{
pass
{

texture_unit
{
texture Chrome.jpg
env_map spherical
}
}
}
}
material Examples/SpaceSkyPlane
{
technique
{
pass
{
lighting off
depth_write off
fog_override true none

texture_unit
{
texture spacesky.jpg
}
}
}
}
material Examples/TextureEffect1
{
technique
{
pass
{
ambient 0.75 0.75 0.75
cull_hardware none
cull_software none

texture_unit
{
texture BumpyMetal.jpg
rotate_anim 0.2
wave_xform scale_x sine 1 0.1 0 5
wave_xform scale_y sine 0.5 0.2 0.5 3
}
}
}
}
material Examples/TextureEffect2
{
technique
{
pass
{

texture_unit
{
texture Water02.jpg
scroll_anim 0.5 0
}
}
}
}
material Examples/TextureEffect3
{
technique
{
pass
{
ambient 0.7 0.7 0.7
cull_hardware none
cull_software none

texture_unit
{
texture Water01.jpg
scroll_anim -0.25 0.1
}

texture_unit
{
texture Water01.jpg
colour_op_ex add src_texture src_current
colour_op_multipass_fallback one one
scroll_anim -0.1 0.25
}
}
}
}
material Examples/TextureEffect4
{
technique
{
pass
{
ambient 0.3 0.3 0.3
scene_blend colour_blend
cull_hardware none
cull_software none

texture_unit
{
texture Water02.jpg
scroll_anim 0.01 0.01
}
}
}
}
material Examples/BumpyMetal
{
technique
{
pass
{
ambient 0.75 0.75 0.75
cull_hardware none
cull_software none

texture_unit
{
texture BumpyMetal.jpg
}
}
}
}
material Examples/TransparentTest
{
technique
{
pass
{
ambient 0.2 0.2 0.2
scene_blend add
depth_write off

texture_unit
{
texture Water01.jpg
scroll_anim 0.25 0
}

texture_unit
{
texture Water01.jpg
wave_xform scroll_y sine 0 0.1 0 0.5
}
}
}
}
material Examples/Flare
{
technique
{
pass
{
lighting off
scene_blend add
depth_write off

texture_unit
{
texture flare.png
}
}
}
}
material Examples/Flare2
{
technique
{
pass
{
lighting off
scene_blend add
depth_write off

texture_unit
{
texture flaretrail.png
}
}
}
}
material Examples/FlarePointSprite
{
technique
{
pass
{
lighting off
scene_blend add
depth_write off

point_sprites on
point_size 2
point_size_attenuation on

texture_unit
{
texture flare.png
}
}
}
}

material Examples/Droplet
{
technique
{
pass
{
scene_blend colour_blend
depth_write off

texture_unit
{
texture basic_droplet.png
}
}
}
}
material Examples/Hilite/Yellow
{
technique
{
pass
{

texture_unit
{
texture dkyellow.png
}
}
}
}
material Examples/Rocky
{
technique
{
pass
{
ambient 0.2 0.2 0.2

texture_unit
{
texture egyptrockyfull.jpg
}
}
}
}
material Examples/10PointBlock
{
technique
{
pass
{

texture_unit
{
texture 10points.png
}
}
}
}
material Material__25
{
technique
{
pass
{

texture_unit
{
texture texmap2.jpg
}
}
}
}
material 2 - Default
{
technique
{
pass
{

texture_unit
{
texture MtlPlat2.jpg
}
}
}
}
material Material #8
{
technique
{
pass
{

texture_unit
{
texture BODY.jpg
}
}
}
}
material Material #3
{
technique
{
pass
{

texture_unit
{
texture HEAD4.jpg
}
}
}
}
material Material #9
{
technique
{
pass
{

texture_unit
{
texture LEGS.jpg
}
}
}
}

material Examples/Fish
{
technique
{
pass
{
texture_unit
{
texture steelhead.png
}
}
}
}
material Examples/Ninja
{
technique
{
pass
{

texture_unit
{
texture nskingr.jpg
}
}
}
}

material Examples/Robot
{
// Hardware skinning techniique
technique
{
pass
{
vertex_program_ref Ogre/HardwareSkinningOneWeight
{
param_named_auto worldMatrix3x4Array world_matrix_array_3x4
param_named_auto viewProjectionMatrix viewproj_matrix
param_named_auto lightPos[0] light_position 0
param_named_auto lightPos[1] light_position 1
param_named_auto lightDiffuseColour[0] light_diffuse_colour 0
param_named_auto lightDiffuseColour[1] light_diffuse_colour 1
param_named_auto ambient ambient_light_colour

}
// alternate shadow caster program
shadow_caster_vertex_program_ref Ogre/HardwareSkinningOneWeightShadowCaster
{
param_named_auto worldMatrix3x4Array world_matrix_array_3x4
param_named_auto viewProjectionMatrix viewproj_matrix
param_named_auto ambient ambient_light_colour

}

texture_unit
{
texture r2skin.jpg
}
}
}

// Software blending technique
technique
{
pass
{

texture_unit
{
texture r2skin.jpg
}
}
}
}

material Examples/GrassFloor
{
technique
{
pass
{
texture_unit
{
texture grass_1024.jpg
}
}
}
}

vertex_program Examples/GrassWaverVp cg
{
source Grass.cg
entry_point grass_vp
profiles vs_1_1 arbvp1
}

material Examples/GrassBlades
{
// Vertex program waving grass
technique
{
pass
{
vertex_program_ref Examples/GrassWaverVp
{
param_named_auto worldViewProj worldviewproj_matrix
param_named_auto ambient ambient_light_colour
param_named_auto objSpaceLight light_position_object_space 0
param_named_auto lightColour light_diffuse_colour 0
param_named_auto offset custom 999
}
alpha_rejection greater 150
scene_blend alpha_blend
cull_hardware none
cull_software none
texture_unit
{
texture gras_02.png
}
}
}

// Non-vertex program technique (no waving)
technique
{
pass
{
alpha_rejection greater 150
scene_blend alpha_blend
cull_hardware none
cull_software none
texture_unit
{
texture gras_02.png
}
}
}
}

material Examples/Rockwall
{
technique
{
pass
{
texture_unit
{
texture rockwall.tga
}
}
}
}

material Examples/Aureola
{
technique
{
pass
{
lighting off
scene_blend alpha_blend
depth_write off
cull_hardware none

texture_unit
{
texture aureola.png PF_BYTE_LA
tex_address_mode clamp
}
}
}
}

// Test hardware morph animation
material Examples/HardwareMorphAnimation
{
technique
{
pass
{

vertex_program_ref Ogre/HardwareMorphAnimation
{
// all default
}

texture_unit
{
tex_coord_set 0
colour_op_ex source1 src_current src_current
}
// need to define these texture units otherwise GL won't use the uv sets
texture_unit
{
tex_coord_set 1
// also need to set blending to ignore texture which is GL warning texture
colour_op_ex source1 src_current src_current
}
texture_unit
{
tex_coord_set 2
colour_op_ex source1 src_current src_current
}

}
}
}

// Test hardware pose animation
material Examples/HardwarePoseAnimation
{
technique
{
pass
{

vertex_program_ref Ogre/HardwarePoseAnimation
{
// all default
}
texture_unit
{
tex_coord_set 0
colour_op_ex source1 src_current src_current
}
// need to define these texture units otherwise GL won't use the uv sets
texture_unit
{
tex_coord_set 1
// also need to set blending to ignore texture which is GL warning texture
colour_op_ex source1 src_current src_current
}
texture_unit
{
tex_coord_set 2
colour_op_ex source1 src_current src_current
}


}
}
}

material RustyBarrel
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1.0
diffuse 1.0 1.0 1.0 1.0
specular 0.0 0.0 0.0 1.0 12.5
emissive 0.0 0.0 0.0 1.0
texture_unit
{
texture RustyBarrel.png
filtering trilinear
}
}
}
}

material WoodPallet
{
receive_shadows on
technique
{
pass
{
ambient 0.5 0.5 0.5 1.0
diffuse 1.0 1.0 1.0 1.0
specular 0.0 0.0 0.0 1.0 12.5

texture_unit
{
texture WoodPallet.png
filtering trilinear
}
}
}
}

material Examples/LightRibbonTrail
{
technique
{
pass
{
lighting off
scene_blend add
depth_write off

texture_unit
{
texture ribbonband.png 1d
tex_address_mode clamp
filtering none
}
}
}
}

material Examples/TudorHouse
{
technique
{
pass
{
texture_unit
{
texture fw12b.jpg
tex_address_mode clamp
}
}
}
}

material jaiqua
{
// Hardware skinning techniique
technique
{
pass
{
vertex_program_ref Ogre/HardwareSkinningTwoWeights
{

}
// alternate shadow caster program
shadow_caster_vertex_program_ref Ogre/HardwareSkinningTwoWeightsShadowCaster
{
param_named_auto worldMatrix3x4Array world_matrix_array_3x4
param_named_auto viewProjectionMatrix viewproj_matrix
param_named_auto ambient ambient_light_colour

}

texture_unit
{
texture blue_jaiqua.jpg
tex_address_mode clamp
}
}
}

// Software blending technique
technique
{
pass
{
texture_unit
{
texture blue_jaiqua.jpg
tex_address_mode clamp
}
}
}

}


material Examples/Plane/IntegratedShadows
{
technique
{
pass
{
// Single-pass shadowing
texture_unit
{
texture MtlPlat2.jpg
}
texture_unit
{
// standard modulation blend
content_type shadow
tex_address_mode clamp
}
}
}

}




vertex_program refresnelVS cg
{
source deneme_prog.cg
entry_point Fresnel_vp
profiles vs_2_0 arbvp1


}
fragment_program refresnelPS cg
{
source deneme_prog.cg
entry_point Fresnel_fp
profiles ps_2_0 arbfp1
}



material Examples/FresnelReflectionRefraction
{
technique
{
pass
{


vertex_program_ref refresnelVS
{
param_named_auto worldViewProj worldviewproj_matrix
param_named_auto eyePosition camera_position_object_space
}


fragment_program_ref refresnelPS
{


}

texture_unit mainMap
{
texture spherecolor.jpg

}

texture_unit texCUBE
{
cubic_texture cubescene.jpg combinedUVW
tex_address_mode clamp
env_map cubic_reflection
}

texture_unit refTex
{
texture generic_grid.jpg
//tex_coord_set 0
}





}
}
}





where can i find the different needed image files ....

or alternatively

what is the process to realise such image file to use liek fresnel material reflection/refraction...

thx for your comprehension,...

Beauty

17-10-2014 00:25:56

The Fresnel demo I never tried.

You find the material and image files inside of the (outdated) MogreSDK.
Either download the content of the SVN repository to get it:
http://code.google.com/p/mogresdk/source/checkout
Or install the MogreSDK 1.7.1 r72:
http://code.google.com/p/mogresdk/downloads

alamata

17-10-2014 04:03:38

Hey Beauty,.. ;)

first thx for your intervention,...

concerning the Fresnel material,...

material Examples/FresnelReflectionRefraction
{ technique
{
pass
{
vertex_program_ref refresnelVS
{
param_named_auto worldViewProj worldviewproj_matrix
param_named_auto eyePosition camera_position_object_space
}
fragment_program_ref refresnelPS
{

}
texture_unit mainMap
{
texture spherecolor.jpg
}
texture_unit texCUBE
{
cubic_texture cubescene.jpg combinedUVW
tex_address_mode clamp
env_map cubic_reflection
}

texture_unit refTex
{
texture generic_grid.jpg
//tex_coord_set 0
}
}
}
}




i cant find these 3 files nowhere,... :?: :?: !! :?

and where is the refresnelVS and the refresnelPS .cg files,... :?:




Thx for your comprehension and your patience

Beauty

17-10-2014 09:09:50

Oh, that's bad.
I don't find them on my harddisk, too.
So I suppose these files aren't inside of the MogreSDK.
I think the examples were ported from C++ Ogre and the material files were offered with it, too.

So my recommendation is to search inside of the Ogre stuff.
Search for a fresnel demo there and look to the files.
If Ogre has an SDK, search there.
Search in the Ogre forum for a topic about fresnel material.
If you find nothing, just ask in the Ogre main forum.

When you got them, please give me a note. Then I'll include the files to the repository of the MogreSDK.

alamata

17-10-2014 10:31:58

hey,...

thx for you research ,... i will follow you recommendations,... ;)