Nice stuff renderhjs. Been implementing lookup textures for diffuse and specular control in my engine. Right now both the diffuse and specular can be controlled by an rgb texture. The image below just shows 2 different specular lookup textures being controlled by a material type. Reflection is just a cubemap at the moment…
-Any version of 3DS Max should work! -It's fairly physically based. Uses various bits from papers I've read up on. -Specular and diffuse are both energy conserving, all done in linear space. -It has a geometry term/shadow based on a Smith-Schlick shadowing function. -Has slots for a ambient cube(irradiance), and a…
You can do this in Max already. A few hoops, but probably scriptable. Vertex Paint modifier has a soft selection button. Use that with vertex sub-object selection to flood-fill the gradients on your model. To bake it, put a material on your model with a Vertex Color map in the diffuse, then use Render To Texture. Viola!
Nearly finished my recreation of Oskar Stalbergs "brick block". The watershader is one of the unity standard assets. I created the dissolve shader by modifying the one of the existing diffuse shaders. You can get the whole project on my github account. https://github.com/3deric/block_building…
Figured out booleans in HLSL. Also got half lambert in there :) Way easier than I expected. Probably gonna have to re code spec and diffuse as separate functions. Model provided by a classmate of mine, Tim Pogson. Next up is gonna try to have TF2 rendering in there (hopefully) and parallax occlusion. [ame]…
Prolow> Thanks for sharing. Had to try that out myself. Seems to work quite well. You don't mention how you lit your object. How did you? I just dropped the lambert's diffuse: 0 and ambient color to 1,1,1. Seemed to work. Also did you use this in any real scenario? Did you blend this with another normal map?
finally got round to making a very short demo vid of my improved conform wsm modifer for max [ame=" https://www.youtube.com/watch?v=fTRDSQMShFU"]http://www.youtube.com/watch?v=fTRDSQMShFU[/ame] uses a kdtree to speed up the ray tracing on larger meshes, it will "conform", the verts, normals, vertex colours and mapping. Has…
Nothing fancy here, but while working on a CGFX shader in Maya, I decided to have a look at the attribute editor interface. So here it is:* added the possibility to group parameters by using the semantic * added a menu to display parameters either the classic way or by group (because not all shaders will support this last…
I totally agree its not all that common to bake spec and it probably doesn't need to be cluttering things up. However, on a few occasions I have baked spec, more like just used the slot to output masks at the same time I'm baking diffuse and normal. IF I use the spec slot its for things like a secondary set of light…
I wonder if anyone would be interested in writing a plugin or script for Photoshop that would double all actions from the first layer, and copy them to other layers automatically without jumping through hoops. For instance, one would use a heal brush on a diffuse map. And the same action would be done on the height,…