Product Chat / Get GameGuru Pro Now! (1.15+)

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Preben
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Posted: 4th Feb 2017 13:53
Perhaps not Pro, but the new stuff that “might” go into version 1.15 shaders, is now available in its current state.

Download “gameguru-shaders1080-tree.zip” from your account: http://www.daily3d.com/product/support-gameguru-shader-work

Use the water plane for floor reflection, not ideal yet waiting for option to move waterline to make it more perfect and allow you to have normal water and reflection without changing settings.fx. But make scenes like this screenshot now.



Better shadows: Is this Unity or Unreal ? no its good old GG, check out how this fine realtime shadow looks. This is how it looks in the current version “download now ”, but I’m still working with Lee to make a better resolution and trying to stop flicker on shadows.



Per object light settings: Replaces specular per object with something more useful ( sorry Lee ), Enable you to make bright objects in a dark level or “Dark caves” in a day level. It gives endless possibilities just think about it.
Make fake light. without using illumination maps. work on any object.
Make better variation in your scenes, the same stone/any object can look different.
Make a single object bloom , without using illumination.
Make a tunnel object fade from light to dark, each time you place a tunnel object you can make it darker.
Make a key glow in a dark cave.
Make a house dark so you go from DayLight into a totally dark house.
I could keep on adding to this list ….
You can see your changes directly in the editor:

This screenshot only use 3 object and no light.



And sure the latest version of the Faster/Better looking trees with no ugly edges is included.

I enabled the features i think should be 1.15 default, and added these you can try out , settings.fx:



If you do not have a daily3d.com account you can wait for a new GG release where some of this might be added, depending of what Lee thinks fit.

This is my way to say thanks you for supporting the shader work

http://www.daily3d.com/product/support-gameguru-shader-work
best regards Preben Eriksen,

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Bored of the Rings
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Posted: 4th Feb 2017 14:00
Awesome as usual, thanks very much Preben
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Posted: 4th Feb 2017 14:03
WOW
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Bored of the Rings
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Posted: 4th Feb 2017 14:10
Awesome as usual, thanks very much Preben
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Posted: 4th Feb 2017 14:14
LOL you having forum problems BOTR
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cybernescence
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Posted: 4th Feb 2017 14:50
This is beyond awesome ... you have to try this ... shadows are stunning, and the per object lighting opens up so much variation.

So much more to experiment with ...

Thank you Preben!
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Posted: 4th Feb 2017 14:58 Edited at: 27th Jul 2019 14:37
This looks sexeeeeeh! Wow!

Are the realtime shadows generated from the "sun" or are they generated from dynamic lights placed in the game?
Bored of the Rings
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Posted: 4th Feb 2017 15:03
Ya having forum problems keeps posting twice errrr awesome work Preben
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Pirate Myke
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Posted: 4th Feb 2017 15:22
Checking these out now. Thank you.
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Posted: 4th Feb 2017 15:38
Beautiful, just beautiful. Thank you. The most value for a dollar I will get all year, guaranteed!
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3com
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Posted: 4th Feb 2017 17:14
Amazing Preben!
Thanks mate for the useful work.

Quote: "Use the water plane for floor reflection"

Are you using water_basic.fx in your shot?

You are opening many doors here, keep up!

3com



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Gtox
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Posted: 4th Feb 2017 18:50
Amazing work, Preben.
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Posted: 4th Feb 2017 18:51
Awesome, just awesome!
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Teabone
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Posted: 4th Feb 2017 18:55 Edited at: 4th Feb 2017 18:58
The more integrated with Game-Guru's core builds the better lol

these look great!
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vrg
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Posted: 4th Feb 2017 19:50
Awesome , nice work
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Posted: 4th Feb 2017 19:59
big thanks from me.
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synchromesh
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Posted: 4th Feb 2017 21:36
Most impressive ....
The speed seems so much better and smoother as well
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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xCept
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Posted: 5th Feb 2017 02:30
These look really fantastic! Bravo!!!
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Ertlov
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Posted: 5th Feb 2017 13:42
@Preben: Please check PN!
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Preben
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Posted: 5th Feb 2017 14:47 Edited at: 5th Feb 2017 15:18
Thanks all , i really appreciate it.

Ertlov: Checked PN , holy cow its at 4.33 USD sell sell sell.

Landman: The shadows are from the sun.

3com: I use “#define USEWATERFORFLOOR” and place the level just below water line , see screenshot:



synchromesh: I also get a few more fps even with ALL this extra stuff going on

Shadows: Don’t just put the shadow slider to 100 , it has changed a bit , the shadow is a bit darker so it looks like you get more lights in from windows … you adjust the blur by moving the shadow slider from 55 - 100 lower means more blur 100 means sharper edge , so play with the shadow slider ( 55-100 is evenly dark ).




Per object light settings: other ways to use it.

Lamp objects just set to 400.


Attached some screenshots to show more ways to use it:

The lookalike light coming into the cave is just a real bright “rock”. (specular set to 2000.)

Outline , 2 doors one larges then the other and set to more light.

Fancy wall lamp, using a rotated table as the lamp

Use your imagination there are so many possibilities ...
best regards Preben Eriksen,

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granada
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Posted: 5th Feb 2017 14:51
Looks great,love those ScFi textures to.

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Mouaa
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Posted: 5th Feb 2017 16:30 Edited at: 5th Feb 2017 16:38
@preben
Awesome shaders you have made.
One i don't understand the "Per object light" ? Until the object is able to light the surrounding meshes, you'll get exactly the same result using some illumination shader and texture map.
3com
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Posted: 5th Feb 2017 16:46
Preben ty for clarify, I was using a plane as water/uncommented "#define USEWATERFORFLOOR" header line/added water_basic.fx to the plane, witn not to avail, of course , never mind you placing your model into the water.
Guess you'll need IsImmobile=yes, otherwise you'll end with your entity underwater.
Thanks for the shots, although not idea, how you manage to say where you want the light.

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synchromesh
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Posted: 5th Feb 2017 17:50
@preben

Here did you get that Sci Fi stuff ?
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Duchenkuke
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Posted: 5th Feb 2017 18:43
how to install the shader? just copy/paste?
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Posted: 5th Feb 2017 19:37
Bargain, couldn't resist, just signed up and downloaded the shaders. Hope the micro payments add up to make it worthwhile for you Preben. Thanks.

@ Duchenkuke:
how to install the shader? just copy/paste?
Yes pretty much, there is a readme in the download tells you exactly what to do.
its like deja-vu, but all over again, again
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Posted: 5th Feb 2017 19:47
thanks
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Preben
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Posted: 6th Feb 2017 11:02 Edited at: 6th Feb 2017 11:12
Mouaa:
Quote: "Until the object is able to light the surrounding meshes, you'll get exactly the same result using some illumination shader and texture map."

Its per object light settings:
Yes its the same as using illumination just without actually making the textures, the easy way If i should have made the scene in the first post , i would have to use 10 different objects with different i maps. Also this way your able to lower light not only add light. If you want the surrounding objects to have some light you can also give them some, like in the first screenshot the rock under the lamp has more light then the other rocks. This is used to make fake light or make object bloom

3com: Yes its not ideal , but at some point we might be able to move the reflection camera and then we are ready , mainly i wanted to point out how great scenes you can make using this.

Quote: "…how you manage to say where you want the light…"

First enable "#define PEROJECTLIGHT" in settings.fx then In GG editor , click object->properties->Specular ( 100 normal , 50 darker , 1000 very bright ).

synchromesh: The sci fi stuff, is from a game a made some years ago in AGK where AGK 3D support was very limited, this was to prove the concept of using 3D on mobiles, and was the ground for GG Loader , the original sci fi texture is from 3drt, I’m doing some GG importing tests and its going really well as you can see

The old AGK game www.arcadefps.com:




Duchenkuke: Yes copy/paste , remember to backup your old shaders , the foliage fpe files should be copied to your entitybank/foliage folder if you want to use the new tree shaders
best regards Preben Eriksen,
Duchenkuke
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Posted: 6th Feb 2017 11:35
Thanks Preben. I am furious right now !!! How can I activate effects in the settings.fx ? JUST CANT DO IT, I AM ALWAYS GETTING ERRORS


example
#define FASTROCKTEXTURE // PE: disable tri-planar rock for faster terrain.

what do I need to do to enable it ?
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Preben
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Posted: 6th Feb 2017 11:55

This one is already enabled
#define FASTROCKTEXTURE

To disable a effect put "//" infront like this:
//#define FASTROCKTEXTURE

So if you want to enable per object light settings you should locate this line:
Quote: "//#define PEROJECTLIGHT // PE: Change per object specular to per object light."

And change it to:
Quote: "#define PEROJECTLIGHT // PE: Change per object specular to per object light."


Just remove the "//" infront of the line to enable it


best regards Preben Eriksen,
Duchenkuke
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Posted: 6th Feb 2017 12:31
oh, okay haha thanks !

And I want to say thanks for your work

Count me to your supporters of your work !
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Posted: 6th Feb 2017 15:01
Thans Preben, I'll give a try as soon as I can.

3com
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JPH-GAMES
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Posted: 6th Feb 2017 21:08
Beautiful, thank you for your work
Preben
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Posted: 7th Feb 2017 21:24 Edited at: 7th Feb 2017 21:24
"Lee v2 2017 Edition" , Already added all of this to the "public preview 1.141" version , so i guess you dont need to wait until 1.15, its already here

All the new tree fpe files is also added to the default foliage media , so you dont need to do anything other then download the preview version.
best regards Preben Eriksen,
Preben
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Posted: 10th Feb 2017 11:11 Edited at: 10th Feb 2017 11:12
Just because Lee added all this to the public preview , dont mean you should stop supporting the work (just kidding).

As you might have read i convinced Lee to add fake cubemaps to GG , i already had some cubemap shaders running but needed a way to get them into GG , so here is the first result of the new cubemap shaders "coming to a GG version near you". They will be added to your daily3d account as soon as Lee release the new Public Preview that supports this ( soon ).

I have already uploaded a FREE cubemap you can use to test the new features yourself ( the one form the screenshots ). Download it now

Its a bit large but thats because i have a non blurred version for mirrors and a blurred version all in the same texture, to make the basic for the shaders.

Watch these screenshots in FULL SIZE

The first shader i will add is this, it will merge in cubemaps based on your diffuse alpha , so it will work out of the box on current default media , that include glass/alpha in the same texture , like this:

Look how "Real" natural it looks, its nearly like looking at a photo:


This shader will be a universal shader for cubemaps , it will allow you to make puddles , windows , floors, etc. reflect cubemaps. When you make your objects , just put in some "alpha" in the geometry you want to reflect cubemaps. If you make a house , add a plane to your floor that have alpha and your floor will reflect the cubemap

The other shader i will add is mirror / metal cubemap shader like these:




Thanks for supporting the work , and i will make sure to add more cubemaps you can use for diffrent scenes
best regards Preben Eriksen,

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GraPhiX
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Posted: 10th Feb 2017 11:24
they look awesome fantastic work Preben yes it does look photo realistic all I need to do now is learn cube mapping lol
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Earthling45
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Posted: 10th Feb 2017 14:45
This looks fantastic
devlin
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Posted: 10th Feb 2017 17:29
would love to see a short video of using the shaders and setting
them in game guru adding the alpha ect, this would draw the attention of many users,
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stor
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Posted: 10th Feb 2017 17:44
I agree.
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JackalHead
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Posted: 10th Feb 2017 18:14 Edited at: 10th Feb 2017 18:31
Finely, cube mapping. Good Job Preb. Ive been harping about that for a while now. Now we just need bump with reflective or bump with cub mapping and diffusive.


P.S, I vote the GG devs hire Preben... He will give us that Eye candy we have been wanting for so very long!
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Mouaa
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Posted: 10th Feb 2017 18:47 Edited at: 10th Feb 2017 18:56
Quote: "
This shader will be a universal shader for cubemaps , it will allow you to make puddles , windows , floors, etc. reflect cubemaps. When you make your objects"

Hi Preben,
The new effects looks great.
Would you be able to extend this reflection shader this way ?
1) mix diffuse texture with reflection texture
2) use a roughness map (another texture bitmap) to control how much and where diffuse mixes with the reflection


This could become lot more interesting to be able to change reflection where we want on a model than having only a full model reflection.
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Posted: 10th Feb 2017 19:41
I can agree with that. There are models that I have that have mixed reflective materials that being able to mask out the reflection area would be great.
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Posted: 11th Feb 2017 17:24
Yup reflective with bump and diffusive is great for armor etc. Not sure it can be done with a cube map but with a environment shader it can.

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Preben
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Posted: 11th Feb 2017 18:57 Edited at: 11th Feb 2017 18:58
Mouaa: Good idea

The universal cube shader already mix in cube depending on alpha.

Now the metal/mirror cube shader allow you to use the diffuse alpha as a reflection mask , metal/mirror never use alpha anyway , so now this shader is always non transparent but allow you to use the alpha as a mask. Sample:

Same texture but handle has no reflection.


Alpha 255 = Mirror. only reflection.
Alpha 128 = plastic. medium reflection.
Alpha 0 = wood. no reflection.

Also (bump) normals is now part of the reflection.
best regards Preben Eriksen,

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Pirate Myke
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Posted: 11th Feb 2017 20:03
Excellent. Thank you.
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Mouaa
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Posted: 11th Feb 2017 20:16 Edited at: 11th Feb 2017 20:18
@Preben
It looks great, and this should help to get new and better materials.
When it will be available on GG release i will give a try and give you some feedback.
Does this shader mixes with directionnal outdoor sun light ? how does it renders in some cloudy darker sky abd directionnal light ?
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Posted: 11th Feb 2017 22:16 Edited at: 11th Feb 2017 22:55
Quote: "how does it renders in some cloudy darker sky abd directionnal light ?"


Reflection in dark is tuff , but i think i got a decent result , its the same problem when your doing the self-shadowing you need to darken it , but still make it look reflecting,

Here is a reflection in the moonlight. and a self-shadowing, It will react on all sliders so it should be possible to get a good result
Edit: img - added fog - dynamic light as a test.
best regards Preben Eriksen,

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OldFlak
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Posted: 11th Feb 2017 22:44
Quote: "Just because Lee added all this to the public preview , dont mean you should stop supporting the work (just kidding)."


Lol, just opened an account at daily3d.com - you deserve the patronage m8

More coming next payday....

Reliquia....
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Mouaa
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Posted: 11th Feb 2017 23:11
@Preben
Quote: "Here is a reflection in the moonlight. and a self-shadowing, It will react on all sliders so it should be possible to get a good result
Edit: img - added fog - dynamic light as a test."

You really made an awesome work keeping reflections react to lighting and environment.
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Posted: 13th Feb 2017 17:02
Very cool, swords etc will look sweet with that effect. Are there some setup instructions? Thanks
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