They both interpolate vertex data to provide smooth shading so they both can look the same.. they are not however anything like each other. I'm pretty sure there is no second pass, that sounds excessive. vertex colour tinting has been around since forever. more than likely the colour is just multiplied over the diffuse…
Hey all, Does anyone know if it is possible and how to reverse the vertex normals on a vertex shader level in ShaderFX for Maya? What I'm after is equivalent to disabling the "double sided" and enabling "opposite" on the shape node of a polygon object. But I can't find anything regarding vertex normals in the Vertex Shader…
Does anyone know a trick to make Painter work same as Designer where height doesn't immediately produce shading until you put Height to Normal node on top of the height exactly where you need it ? Mixing height on top of baked normal map + masks adds extra complication and turns everything into utter mess. I prefer layers…
Hello people i just heard that people started using round shader for baking normal maps on hard surface. Since it would simplify the process greatly, i would like to use it as well, but i can't find any info about it. Does anyone have links to share? Where to find such shader, what is the pipe? Thank you.
Gnoop is correct, you wont get good shading with that topology unless you project normals. The fans are what's causing the surface to look lumpy The question to ask is this.. Why are there so few segments around the cylinder if you need so many to define the shape of the hole?
Sprites generally don't shade well, so toon or hatch or paint-stroke shaders usually have trouble with these. I would think particles fall into area this too, you'd want to set some special behavior for them to get them to match the overall look. We're experimenting with volume textures with special mips to make cool…
thanks for the advises guys! really appreciated! :) as for lightning and ao, I already turn that to max settings. also I should mentioned that polygonage is supposed to be like this — interior is for first person and exterior is for third person. about second reflection, is there's some tutorials that not supposed me to…
Interesting idea, Eric. I think I'm probably best at teaching what I'm currently using. Right now I'm really focused on the node-based shader editor in the Frostbite engine at work. Since that engine is proprietary and only specifically useful for EA employees, the next best things is either Unreal or Unity. So I think…
Hey guys! I finally got around to remaking the "KoddeShader" from the ground up. Some old features which I found less useful were cut and a few new features I've learned since last time have been added. If you give this shader a go then please share your results or any other feedback. Some highlight features of this…