[ QUOTE ] you should definitely lookup the untouchables theme he did. [/ QUOTE ] I'm definately going to do that, I've been listening to the once upon a time in the west soundtrack for the whole day now. I tried to create a skin- and eyeshader. It's kinda harder than just painting low poly textures, I miss the direct…
awesome stuff! cool mechanical design :) reminds me of Robb entry for DW4 . are you using Crazy Butcher's shader? i don't really see any lookup shading, looks like a regular phong to me :/ you can probably get more out of the brdf on metal paint there and there (again robb's great for that, even if yours shouldn't be pink…
In terms of memory expense both options are so cheap it probably doesn't matter much. I'd be curious about render cost though, is it cheaper to do another texture read or to lookup the vertex colors? That's an interesting use of the tool!
Just export it and look at the outputs ;) The optimized version packs greyscale channels together and uses fresnel from diffuse using metalness (also packed in a channel) as the mask. It's the same data, just using less texture lookups, if you don't understand how it all works, just use the regular way (bit more of a…
1 directional light for sun & shadows add hdri env texture run through 'diffuse convolve' filter & map hdri to ambient color add ambient occlusion (technically you only want to multiply AO by the ambient hdri) done p.s. super secret - the pros do a bent normals pre-pass to make the ambient hdri lookup even better
[ QUOTE ] [ QUOTE ] Anyone remember how awesomely 'real' Duke Nukem 3d was at the time? :P [/ QUOTE ] Wasn't the only advancement of duke 3d the ability to look up, which was pretty amazing at the time [/ QUOTE ] duke3d's biggies were the personality and destructive environment. ROTT, Cyclones, Marathon and Heretic all had…
The basic theory is you take the result from the diffuse light and feed that into a texture lookup's U or V coordinate (depending on if you use a lying or standing ramp). That way, if the diffuse calculation gives a a light color, it will sample in one end of the ramp, and if it's a dark color it would sample in the other…
Here is a Disney research paper on the subject from 2015, and the techniques they used to make this work. They used a fully unwrapped mesh and a lookup map that matches pixels based on UV regions and fills in the areas of the mesh that don't exist in the 2D colouring book image. Might be worth a read. Good luck.…
If you're not using shadows, then the light's attenuation value should do exactly what you need. As for intensity, you can probably do that with the luminosity of the light's colour... which you can get if you dot product the colour rgb against float3(0.22, 0.707, 0.071). Then multiply the two together and feed it into…
Caching may help, depending on the situation. We had multiple zombie characters sharing the same ModelPOD instance, so caching wasn't so helpful for us. Not sure about glFrustrum, we only called MatrixPerspectiveForRH once per frame, so it wasn't a performance bottleneck for us. And I noticed a big performance gain from…