Jump to content
  • entries
    4
  • comments
    57
  • views
    13,435

Entries in this blog

Substances, metal and roughness and Leadwerks

The most used wokflow is metal/roughness (I think) metalness gives the environment reflection amount. roughness does two things spreads the light so environment reflection would be more blurred spreads the light so specular reflection from light sources would be spread/blurred . Like this:   I'm not doing PBR discussion on how to correctly compute energy conservation and all that. It's not really important. But looking at some of the methods anyway on how metal and rou

shadmar

shadmar

LE3 pre terrain possibility using Bryce7 and splatting

I thought of trying out Bryce7 for creating terrains in LE3 since we don't get the chunked-lod terrain we have in LE2 to go at first.   So here is my initial tests using a custom splat shader for RGB only. Bryce has an very advanced material generator so I think RGBA (4) or 2xRGBA (8) is within reach too (haven't tested yet)   Anyway here is my first try exported an 32k vertex mesh (fbx) from Bryce7 (it's not LE terrain, just a mesh)   Bryce7 is still free over at DAZ. (so go grab it)  

shadmar

shadmar

Chasing RIM light/reflections

My first blog entry yaay Testing some shaders I did for an another direct3d engine a while back.   Rim lights or reflection are kind of cool because in real life when you look at a shiny car the reflections gets more intense the lower angle of attack you look at the surface.   So this is an attamept to mimic this, but you can also use it to background light your meshes.   To control amount of rim light I use some fresnel settings like this in the shader:   float Fresnel_Start = -0.1

shadmar

shadmar

×
×
  • Create New...