Ah cool I've filled my model with green and used vertex colour as lighting that seems to flat light it. Cool shader. The hemispheric ambient does not appear to affect the lighting at all.
Hi Mikool, go to your custom polygon display options, and be sure to set: Color: enabled Color material channel: Diffuse Material blend setting: Overwrite and hit Apply/Apply and Close now in your viewport hit '6' to go to textured mode, and '7' to see the texture with vertex colors. Each time you change the vertex AO, you…
hi there thanks for the input :) I get your point of the storage of floats. But the way you edit these vertex values are API related. For example I already need to 'normalize' those values in the VS because maya doesn't do it on its own (which is logic for colors). Even then, problem arise: Imagine grass is driven by red…
Hi everyone I recently more or less finished my generic BRDF shader for maya. There's other features that might be interesting but then it will start to be a little messy. I was thinking of building up another shader specifically for environment purpose. That might be useful, especially maybe with the unearthly challenge…
Hi Allert it'd be nice to have screen of that effect you achieved with relief mapping (animation? even better!), maybe there's something specific that can be done there :) I was thinking of doing surface covered in crystal gems with relief, maybe that's something similar :) About backward compatibility there's several…
yeah, I was thinking there´s no way too, was just a thought. Thanks for the portfolio. In old days I worked in a company that I really like the way I could paint in the terrain 8 textures and mix them out. I just couldnt use 5 or more textures in a vertex. But I think its very good to have 4 in a vertex, I just dont know…
Hi, so I have been trying to get this thing to work for an hour now with a lot of frustration. Can someone please post a step by step as to how to get 4 textures blending based on vertex colours. Mine always turns out solid black when I switch to textured mode.
I think unreal is a pretty different case since it uses displace maps for the terrain (at least in ut2004). But considering the resolution these maps had (about 256^2 or maybe 512^2 if I remember well) the blending wouldn't be more precise. Another benefit of vertex color is that you can add density wherever you want :)
I think I'm doing something wrong... I've gotten a good part of it figured out now, but I still can't seem to get any vertex blending happening. Here's a screenshot of what I'm getting and my settings. Any help would be appreciated. I'm using maya 2008 and an 8800(something, not sure)…
Hey Brice, thanks for the quick respone. Too bad the relief shader is so picky, but i somehow managed to get pretty good results with terrain and overhangs/. Basically, i'm kind of mis-using the relief shader to get some nifty fake refraction, like with ice and stuff, it would be cool to blend like an ice-wall to a more…