Ok, update! here's two new pics showing off the new attenuation bloom ramping, and the first specular component being re-implemented. The specular needs a secondary fresnal modifier to give it that glancing sheen that skin has, but after that's done it's pretty much ready to release The attenuation blooming and specular in…
You can simply render out a GI lightmap from max and add it as a multiply layer over your diffuse map, will give you the same result as actually applying a lightmap.
Yeah if you could do realtime AMBOCC i would make sweet, sweet love to you down by the fire. [edit] Or you could just bake it into your diffuse, i think that would be a lot more realistic =D
Haven't posted in ages, so I thought it was high time I did Recently I've been tinkering around with hlsl, with the goal of learning to hold my own when it comes to writing shaders. To that end, first up I'm developing a skin shader to mimic highend rendering materials, and physical properties (eg, translucency, fresnal…
hehe since I really didn't include any instructional help, here's a quick how-to on the textures side: diffuse: RGB, alpha not supported yet. spec: RGB is the colour and intensity/power of the specular component. Alpha is the glossiness. Trans: RGB, again it's colour and intensity/power. Alpha is the amount the light can…
KDR_11k: there's really no hard numbers I can get out of max's viewport, but in its current unoptomised state, it runs smooth fullscreen @ 1280x960 on a 12k tris model with 4 unique 1024x1024 tex inputs. For a comparison, it starts to slow down comparabley with a standard diffuse/spec/normal map shader. In regards to…
Heh - I'm looking at a "To Do" list I wrote for myself about two months ago. Two of the items on the list that I hadn't crossed off yet are: - Write a skin shader - Write a tutorial on the basics of shader writing Funny stuff. Thanks for helping me with my list, Joel. :0D I would love to contribute to a project helping…