isatche
05-04-2006 03:45:39
I have some basic questions that i cannot solve. Please don't throw stones right away since i am new in 3Dstudio and in OGRE.
Is there any easy way to make bump and spec in OGRE like in 3Dstudio? You have place for spec map, place for bump map, and that is it! I haven't find something like that in oFusion. Normal mapping is far too complicated.
How can i make sky? I couldnt manage to display any texture.
Thanx for patience
in another post Lioric said
I will clarify, i was refering to the "Shader Export option" that is in the export dilaog, this setting when active, will export the shaders created in max (to ".shader" and ".program" files), as the Pro version has a shader code editor
The shader settings used in materials will be exported with any version, CE too, so the texture information, shader references and parameters will be exported in the material file(s)
You dont have to figure that out by hand, its all automatic
About the FX files, we dont have plans to support it, but if more users request it we might add its support
If you need this for a project, and need it now, on our support service, we can customize oFusion to your needs or to your pipeline, i.e add FX file support
The Pro version will be announced soon
What that means exactly, I'm not sure. It kind of suggests it may convery max shaders into ogre ones. Might just be wishfull thinking though.
Either way, if I can afford the pro version at all, I am getting to. Too many other benefits to be had from all the little tid bits of info gleaned from various threads
isatche
05-04-2006 06:42:32
That means that I should see spec and bump in oFusion Viewport if I set it in 3Dstudio materials, but i see material only without bump&spec.
isatche, he was talking about the pro version that will be released soon. Were currently using the cut down but free "Community Edition"
isatche
05-04-2006 09:49:56
Ok, can I do in "Community Edition" the things I asked?
Lioric
05-04-2006 17:41:10
Bump mapping with specular light needs to be made with shaders
The good news is that in the next hours i will post a new tutorial in the Artist center that will cover:
Using Render Monkey shaders
simple specular bump mapping
calculating the Binormal in the shader
Its very easy and this effect needs a single pass, so you can simply apply this material to any object (if it has the correct mapping channels) and simply change the bump map and the diffuse map
Later i will upload the second part of the tutorial that will cover reflective specular bump map
Specular light
Specular light + reflection
Specular light + reflection + bump map
excellent. That should keep the coders in my team happy. All they want is to see bump map specular stuff
Lioric
05-04-2006 21:02:23
About the sky material, you need to create an Ogre material in the material editor and in the "Scene" settings panel, select the sky technique you want, click on the sky material, set the select material dialog to display the material editor list and select the created material
Chris
06-04-2006 16:57:50
The good news is that in the next hours i will post a new tutorial in the Artist center that will cover..
Am I missing something? Is there more than one Artist Center other than the one in oFusion website? Im also looking for those, played around a bit with oFusion and tried making bump and spec maps, but not with much success.
Or at least some sort of guideline how to make those basic effects appear on the material.
don't think he got round to adding them yet. Looking forward to these tutorials too
Chris
06-04-2006 17:40:35
Ah ok, just thought there was some other artist center around and was google'ing to find a few.
Alright, I'll wait then, thanks
Chris
08-04-2006 16:25:35
Would it be possible those bump/spec maps uploaded as example scenes at least? I really need some knowledge about how to make them by tomorrow eve..
I was hoping they would be up by now too. At least we know they are in the works. I'm hoping for this weekend
Chris
13-04-2006 11:19:29
Bump mapping with specular light needs to be made with shaders
The good news is that in the next hours i will post a new tutorial in the Artist center that will cover:
Using Render Monkey shaders
simple specular bump mapping
calculating the Binormal in the shader
Its very easy and this effect needs a single pass, so you can simply apply this material to any object (if it has the correct mapping channels) and simply change the bump map and the diffuse map
Later i will upload the second part of the tutorial that will cover reflective specular bump map
Specular light

Specular light + reflection

Specular light + reflection + bump map

Could you 'please' at least upload the example scene files? Im completely stuck with the mess how Ogre handles materials, not having any realtime, only max-based rendering and material experience. With just the normal map tutorial, theres alot really confusing..
Please upload those as example files at least?
isatche
17-04-2006 10:46:53
Yeah! There is tutorial at last
So, when I adjust those DX9 files once, I will never have to do it again?
Thanx
Lioric
17-04-2006 17:55:43
They can be added to a material library, and because you are using default parameters, they are ready-to-use on other objects
But as shaders are very specialized programs, your objects should be made with this in mind, i.e in what Texture buffer (texture channel) the shader uses