hey guys, I know this belongs in a different channel but, I wanted to get everyone's attention for sure. Does anyone here know howto do per pixel lighting? And perhaps looking for work? If so, please let me know asap. rpatel AT easel3d.net -R
[ QUOTE ] more just values associated with it? [/ QUOTE ] Right you are mop. Spec power not the pixels (in cases I've seen, anyways) I can think of one engine where there is a spec power map: Unreal 3. In this case you would need to change the pixel data to change the spec power. -R
CMB: 3D engines used to make lighting calculations per vertex, now they can light per pixel ( actually they have been able to for some time now ) http://developer.nvidia.com/attach/6688
well, to be more descriptive: -do you understand howto harness the power of per pixel fall off from per pixel lights. -do you know howto tweak a spec map on a per light basis (spec power settings usually have to customized per lit scene, it's a limitation I have seen across every engine i have worked with) -vertex lighting…
yeah, the term 'how to do it' is a bit vague Pak It's a bit like saying 'how to do bi-linear filtering?' How to code a 3D engine that can do it? How to use a tool to place lights? Per pixel lighting is an engine feature that's simply implemented. You don't really 'do it' as such. It just 'is'. You should probably clarify.
[ QUOTE ] -do you understand howto harness the power of per pixel fall off from per pixel lights. [/ QUOTE ] You might want to get a clearer definition of what your AD is asking for here. Falloff could be the near and far distance ranges that each light's intensity ramps up/down. Not a per-pixel effect, but per-light. Or…
Yup Per. I got the same general feeling as you, and English is my first language, albeit American English. No hard feelings there PaK. I think most artists around here are just excited by the mention of per-pixel anything. I know I am! Good luck with your search. And do try posting in the Paid section, probably get more…