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Old 10-27-2006, 03:32 PM   #31
RedBull
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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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Old 10-27-2006, 06:21 PM   #32
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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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Old 10-27-2006, 06:37 PM   #33
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hi, prob this,
http://forums.cgsociety.org/showthread.php?t=210027
but works bad with camera-movement (pixels poping)
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Old 10-27-2006, 07:01 PM   #34
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That's exactly what it was, thanks erikals.
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Old 10-31-2006, 06:44 AM   #35
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Quote:
Originally Posted by RedBull
...
LW doesn't give direct access to many things needed for normal/tangent mapping...
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.

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Old 10-31-2006, 10:59 AM   #36
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Old 10-31-2006, 12:14 PM   #37
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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 ?

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Old 10-31-2006, 12:28 PM   #38
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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.

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Old 11-01-2006, 01:29 AM   #39
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Quote:
Originally Posted by dpont

Awesome! can't wait to play with this.
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Old 11-01-2006, 08:06 AM   #40
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Yeah, me too!! I'll be checking this posting regularly to know when it's available!!
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Old 11-01-2006, 01:09 PM   #41
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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.

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Old 11-01-2006, 05:29 PM   #42
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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?

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Old 11-01-2006, 05:48 PM   #43
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Wow, Denis, you never take a break, do you?
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Old 11-02-2006, 11:01 AM   #44
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Wonderful, Denis. Eargerly waiting for this.
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Old 11-02-2006, 11:26 AM   #45
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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.

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