Product Chat / shaders vs ill map

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3com
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Joined: 18th May 2014
Location: Catalonia
Posted: 28th Jan 2017 22:50
Hi guys
Well, I've trying some shaders looking for the mirror efect, although I don't get it yet, I've encountered with funy efects along the way.
The shader I'm testing now include self-ilumination, given some nice illum efect; so I wonder if I use this shader as ilumination map, does take advantage for the perfomance sake, instead of use I.dds map?

Firts time I test the shaders I though the light ray coming from the sun....

ilumination test1



so I decide to do a second try withou lights(full darkness)....

ilumination test2



fun efect with the wizard



I'm not shaders expert, anyway I'm poking my noses, I want to learn how they work, so this also serves me to learn a little about their operation.

This shader is not mine, I can post the link here, if someone is remotely interested about.
The main goal of this shader is to simulates reflective metals.

3com




Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics

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Pirate Myke
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Joined: 31st May 2010
Location: El Dorado, California
Posted: 29th Jan 2017 02:20
The first two images look as if the normal is just showing. What form of textures were wanted in the FX file?
Was there a spot for spec _s and ill _i?
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

3com
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Joined: 18th May 2014
Location: Catalonia
Posted: 29th Jan 2017 19:11
In firts try (firts vid), using author textures, and second one, my owns.
In both shader use D,N,S files and 2 cubemaps
ambient Cube Texture: This is a diffusely convolved cube map, for ambient lighting.
reflection Cube Texture: This a "regular" cube map, for reflections in the ambient lighting pass.

Difuse map should be mostly void of lighting detail. It holds an ambient occlusion map in the alpha.

Both does not using I.dds file.

As stated above, the metal shader simulates reflective metals. It has a 24-bit specular map, dual specular highlights (one tight and saturated, one broad and duller), and a mask for reflection (shinier areas get non-blurry reflections).

I've attached zip with the map files I used in second try, plus the modified shader file, if someone like to try it, even improved it.

3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics

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Jerry Tremble
GameGuru TGC Backer
12
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Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 29th Jan 2017 20:18
Wow, it seems everyone is getting into the dark magic of shaders lately, lol. Some interesting things are coming about!
Desktop: i7 4770@3.4Ghz (passmark 9809), 12GB RAM, Win 10/64, GeForce GTX 1080 (passmark 12006), 1TB SSD, 1TB HDD; Laptop: i7 4800MQ@2.7Ghz, 16GB RAM, Win 10/64, GeForce GTX870M , 1TB SSD.
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Pirate Myke
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Location: El Dorado, California
Posted: 30th Jan 2017 16:58
Ok, I will check it out.
Thanks.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

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