10-27-2006, 03:32 PM
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#31
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Heir to the Throne
Join Date: Apr 2005
Location: Underground
Posts: 1,608
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The surface shader was made for 8.x
LW doesn't give direct access to many things needed for normal/tangent mapping. I have been talking to Dpont, and Marvin about a node version for some ways to improve this. Not much luck so far. I will let you know if it eventuates.
LW9 included APS which does similar things, and is faster.
But relief mapping works on non-subpatch objects, so i can turn a single poly
into many at rendertime, both have advantages.
Normal mapping is obviously much faster/crapper.
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RedBull is offline
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10-27-2006, 06:21 PM
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#32
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Nothing ado about much
Join Date: Mar 2003
Location: Netherlands
Posts: 5,274
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I actually remember a plugin like this, which I had, for lightwave, which worked reasonably well...
I don't remember if it was a surface or pixel shader... hmmm, i'll try to find it.
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Exception is offline
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10-27-2006, 07:01 PM
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#34
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Nothing ado about much
Join Date: Mar 2003
Location: Netherlands
Posts: 5,274
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That's exactly what it was, thanks erikals.
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Exception is offline
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10-31-2006, 06:44 AM
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#35
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Member
Join Date: May 2006
Location: France
Posts: 2,025
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Quote:
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Originally Posted by RedBull
...
LW doesn't give direct access to many things needed for normal/tangent mapping...
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Yes, we need tangent for this, have tried a short (but not complete)
function to get tangent, and ported Fabio Policarpo algorithm,
no color map displacement and no self-shadows yet, it uses a normal
map and a depth map stored in alpha channel, it works with UV or
cubic mapping.
Denis.
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dpont is online now
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10-31-2006, 10:59 AM
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#36
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Member
Join Date: May 2006
Location: France
Posts: 2,025
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Denis.
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dpont is online now
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10-31-2006, 12:14 PM
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#37
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- pavlov who ? -
Join Date: Feb 2003
Location: Italy
Posts: 2,521
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Interesting... will this become a surface node - and thus not Fprime compatible - or is it possible to implement such algorithm into a procedural ?
Paolo
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Pavlov is offline
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10-31-2006, 12:28 PM
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#38
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Member
Join Date: May 2006
Location: France
Posts: 2,025
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This is an experimental node for surface editor,
It works only with image map, normal+depth map
and may be a color image map which could be
displaced, like the original algorithm, self-shadows could be
added but only raytraced for a given light.
No user input planed and a lot of issues to solve,
but it is fast.
Denis.
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dpont is online now
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11-01-2006, 01:29 AM
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#39
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Registered User
Join Date: Feb 2003
Location: Johannesburg, South Africa
Posts: 404
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Quote:
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Originally Posted by dpont
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Awesome! can't wait to play with this.
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Werner is offline
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11-01-2006, 08:06 AM
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#40
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Super Member
Join Date: Feb 2003
Location: Ohio, USA
Posts: 2,444
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Yeah, me too!! I'll be checking this posting regularly to know when it's available!!
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JamesCurtis is offline
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11-01-2006, 01:09 PM
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#41
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Member
Join Date: May 2006
Location: France
Posts: 2,025
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Just Color output,
image map is displaced by normal/depth map,
on a simple cube x6 polygon,
it gets shadows from light.
Denis.
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dpont is online now
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11-01-2006, 05:29 PM
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#42
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Registered User
Join Date: Mar 2006
Location: in lights
Posts: 984
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dear dpont
amazing stuff!! now it gets shadows...how cool is that... do you have any time frame for releasing this gem?
Best
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tyrot is offline
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11-01-2006, 05:48 PM
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#43
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Ze Engineer
Join Date: Jul 2005
Location: Charleston, SC
Posts: 419
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Wow, Denis, you never take a break, do you?
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connerh is offline
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11-02-2006, 11:01 AM
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#44
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Registered User
Join Date: Oct 2003
Posts: 362
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Wonderful, Denis. Eargerly waiting for this.
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druitre is offline
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11-02-2006, 11:26 AM
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#45
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Member
Join Date: May 2006
Location: France
Posts: 2,025
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One day, one step,
at beginning tangent was in a short implementation,
have improved it for working with curved surfaces,
some distortions caused by mapping
which is a simple Z planar projection.
Have toggled subpatch for sphere in layout.
Denis.
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dpont is online now
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