Can the cubegen generate the diffuse lighting terms from a devebec light probe, Eric? Is not only to blur the ugly edges those appear in the faces when the graphics card filters it? I am trying to download more light probes and photoshop-gaussian-blur them as MoP suggested but my skills lack... To lupus: Yep yep, xNormal…
[ QUOTE ] New shadows look awesome, I just tested it Thanks Santy! [/ QUOTE ] Thx! However they have some problems... Aren't adaptative ( if you put far the light the shadows degrade a lot ) and need manual biasing And can be slow... If you have performance problems with shadows try to set the size to 512x512 or 256x256 in…
[ QUOTE ] Jogshy: very nice. mind passing on a few tips on how you're handling shadows? [/ QUOTE ] Well, originally was using stencil shadows with wedges... but used too much fillrate. Then I tryed a GPU raytracer like the one i'm using the simple GPU AO tool... but got only 5FPS. Also tryed precomputed PRT... but required…
Thanks for the kindly words! Yep, but I need 5000 euros(whic ofc I don't have) to make an enterprise company plus some extra program licenses(3dsmax/photoshop/maya/Qt,etc), patents... and I would need to start a risky adventure for it... I'm fine as I am currently, hehe! Nope! I'm using some friend's code and they want to…
Probably you should consider each channel independently and not as a merged integer value. The normal maps are not really a "color" map, so you neither can apply a eye-luminance sensibility weighting. The human eye is more sensible to the green channel as you can see in this image: If I remember well the 3dfx Voodoo used…