yuriythebest
30-10-2006 21:39:38
yuriythebest
30-10-2006 21:39:38
Paulov
30-10-2006 22:08:17
yuriythebest
31-10-2006 13:01:49
I can provide a texture and a normal map in dds.
yuriythebest
02-11-2006 12:45:56
Lioric
02-11-2006 14:57:34
yuriythebest
02-11-2006 18:50:45
The sample scenes from the shader tutorials will be posted in the next days
yuriythebest
04-11-2006 14:22:08
Madrayken
07-11-2006 08:13:01
yuriythebest
07-11-2006 12:01:26
I'd be interested in this, too - but not as much as I'd like the tutorial to more accurately reflect the blending modes you should use in the new release of oFusion (see steps 15, 25 and 28 where the interface no longer resembles the diagrams, and the instructions are out of date).
Evak
07-11-2006 17:27:32
yuriythebest
07-11-2006 18:06:43
It seems to me that 90% of the time all you need are bump, specular and masking to describe most materials, unfortunately most artists havent a clue when it comes to coding, myself included. Leaving the shader features of ogre all but useless.
Madrayken
08-11-2006 20:03:12
Lioric
09-11-2006 01:03:53
yuriythebest
09-11-2006 15:29:37
Lioric
09-11-2006 16:30:31
Evak
09-11-2006 17:12:03
yuriythebest
09-11-2006 18:59:29
You need the latest CE 1.6 version
Madrayken
10-11-2006 00:03:09
Paulov
10-11-2006 21:03:41
yuriythebest
11-11-2006 12:06:08
yuriythebest
11-11-2006 16:04:49
yuriythebest
12-11-2006 09:27:46
yuriythebest
13-11-2006 19:48:58
Paulov
13-11-2006 20:19:12
Lioric
13-11-2006 21:28:45
yuriythebest
13-11-2006 21:52:53
Paulov
14-11-2006 22:28:28
If you are starting with Normal Mapping and shaders, it would be better if you use the scene from the "Render Monkey shaders" tutorial. It has a good normal mapping result and it doesnt need the normalization maps (these are used as optimizations) and the complete effect is done in a single pass (it can be extended to reflect the environment adding a cube map)
Bump maps and Normal maps are different images (but the term is generalized to refer to both techniques), but seems you refer to using the normal map from the bump channel in a Std material, in an oFusion normal mapping material, this can be easily done/automated with a custom script (or extending the "Update Mtls" script), that after evaluating the material, it creates a new texture unit in the correct pass with the image of the bump map channel, but it will be very specific to your project, as you need to define what pass contains the NM shader and what texture unit slot the NM image will use
Evak
15-11-2006 00:06:50
BergBoy
15-11-2006 03:36:19
yuriythebest
15-11-2006 07:29:24
1)well, I´ve realised something and is that normal maps will not make the things raise up as if thei where geometries, no? I think it is a concept I had incorrectly in my mind. They offer practically the same effect as bump, (wich is pretty good--> some deepness and material texture emphasys).
5)and to finish: how do you think this normal map has been done?
I´ve tried to get such a height on the rocks border using the Nvidias Normal mpa generator, but even if I get similar results in the rocks It is imposible to achieve such a height on the rocks corners, how do you think this can be done? by hand? how?
Lioric
15-11-2006 18:35:10
this kind of specular normal mapping offer as a result a material that looks as if had been all covered by a layer of a vanish.
Ka = ambient light
Kd = diffuse light
Ks = specular light
specular_power = shininess
bumpiness = bump/detail scale
So I´ll keep on with the standard normal mapping./
Actually that is not a standard normal mapping shader, its a Parallax Mapping Shader (Offset Mapping) that uses a height map (bump map) in the alpha channel of the normal map texture, to modify the UV's of the texture in relation to the camera position
This kind of shader adds texture occlusion (depending on the view position, the texture creates the effect of occluding other pixels that are behind) this improves the effect of adding more detail to the object, but it wont make any difference in relatively flat surfaces without marked bumps (as in your asphalt texture)
well, I´ve realised something and is that normal maps will not make the things raise up as if thei where geometries, no? I think it is a concept I had incorrectly in my mind. They offer practically the same effect as bump, (wich is pretty good--> some deepness and material texture emphasys).
Normal mapping affects the normal of each pixel, so you dont depend on the normal of each vertex (an the need for high ammounts of geometry)
Parallax mapping creates this effect, but not at the edges
Steep Parallax Mapping and Relief Texture Mapping are normal mapping derived shaders that increase the edge bump displace effect, but for convex objects and no for arbitrary shapes
Here you can see the differences in the normal mapping techniques:
http://graphics.cs.brown.edu/games/SteepParallax/index.html
After doing some tests, I think that still uses the normalization map not just as a simple optimizer, I think this map is still the one that gives deepnes/roughness to the material.
"Normalization cubemap map" and "Normal map" are different textures
About extending it to reflect the enviroment, this could be done with "standard"normal mapping? adding another pass?
Yes, but this is adding another pass (not a problem if the performance in your scene is not affected)
About the automatic bump channel map support:
Do you really think it is a particular need of my project / workflow?
Yes, because not all users will use the same normal map shader, and because of this the TextureUnit slot of the bump map is different
This might be done automatically when the new general purpose shader library will be released
how can we make a normal mapped road to shine when the sun hits on it?
Modify the shader parameters
In your application, you can change the specular value (or any value you need) of your shader to the new enviroment conditions
In this aspect, the Render Monkey shader and the Monster shaders offer you more configuration options
how do you think this normal map has been done?
The NVidia NM generator (or other tools like the Gimp NM Generator) creates normal maps from height maps (i.e. bump maps)
Look for tutorials on creating bump maps with the included filters, or look for the "Displacement Map Creator" application
I found that the bump map in the tutorial only really lit properly on convex style shapes, and things like walls lit oddly with the light not being directional.
Yes, as noted above shaders are specialized and specific for a defined use
Shaders depends on the artists (and artist depends of the specifics of the shaders) to use the clearly defined set of rules when using them
Any shader with taht much going on makes me worried for speed. It a good all purpose shader though.
Paulov
20-11-2006 17:43:33
yuriythebest
20-11-2006 21:31:55
kat
23-11-2006 16:59:59
Paulov
22-05-2007 18:21:36
Evak
24-05-2007 16:18:17
metaldev
28-05-2007 20:15:30
Evak
28-05-2007 21:49:22