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flachdrache

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Everything posted by flachdrache

  1. I mean c`mon, you get yourself a copy of wings3D, take the 20min it takes to learn the basics, model/UV the models and burn your painted bumpmaps onto a plain localmap within ORB (openrenderbump).
  2. It a substitute for the current HOM bug on the default skybox for me and might some other ATI owners. There are the very basic LUA scripts, so drag and drop should work. I use a max view distance of 100.000 iirc since they are just like normal models atm. No fancy stuff added i cant maintain right now. (scripts, shaders etc)
  3. Adding my placeholders to the download section.
  4. File Name: edEntity_SkySphere.zip File Submitter: TLD File Submitted: 17 Dec 2009 File Category: Models Triangles: 3968 mesh & textures by JuergenTimm aka TLD Simple halfsphere skymodels for use in the LE 2.3 editor - should work well with godrays but no sun is drawn atm. Free for use with Leadwerks Engine. Click here to download this file
  5. I try to convert an hlsl Sky shader to glsl and cant figure out how to do a proper NdotL calculation. So, what else for tools are usable to write/debug glshaders ? Currently iam just using the material editor and 3DLabs glsl validator and leaning from lighthouse3d and clockworkcoders. If you want to take a look into the shader iam messing around with #extension GL_ARB_draw_buffers : enable uniform sampler2D texture0; uniform float apptime; uniform vec3 lightdir; uniform vec3 sunpos; varying vec2 texcoord0; varying vec3 vertexposition; varying vec3 N; void main(void) { vec3 sunvector = normalize(-vertexposition.xyz + lightdir); vec2 TexCoord = vec2(apptime/40000.0, texcoord0.y * 2.0); vec4 color = texture2D( texture0, TexCoord ); float glowfactor = 0.2; // 0.6 float dotproduct = max(dot(-N, sunvector), 0.0); float sunglow = pow(dotproduct, 2.0) * glowfactor; if (dotproduct > 0.0) // near to sun { float sun = pow(dotproduct, 128.0) * 0.6; // * 0.6 color.rgb += sun + sunglow; // * sunglow } else // reverse side { float intensity = 0.299 * color.r + 0.578 * color.g + 0.114 * color.b; color.rgb -= sunglow/2.0; color = mix(color, vec4(intensity, intensity, intensity, color.a), sunglow); } gl_FragData[0] = color; gl_FragData[1] = vec4(1.0,1.0,1.0,0.0); gl_FragData[2] = vec4(0.0); gl_FragData[3] = vec4(0.0); } material file is calling shader="abstract::mesh_diffuse.vert","abstract::SkySphere.frag" and the image mapped to a sphere model [edit] passing vars to shader //pass shader TShader scatterShader = GetMaterialShader(scatterMat); //from Renderer::DrawEffectGodRays TVec3 lightdir; lightdir = TFormNormal(Vec3(0,0,1), sun, fw.GetMain().GetCamera() ); TVec3 sunPos; sunPos = EntityPosition (sun); SetShaderFloat(scatterShader, "apptime", AppTime() ); SetShaderVec3 (scatterShader, "lightdir", lightdir ); SetShaderVec3 (scatterShader, "sunpos", sunPos ); It suppose to look like this FrameLuaSampleScatterSimple but the sun is moving with the cameraPos atm. any help on wrapping my head around LE`s glsl very welcome.
  6. I used the older version for some time and the results are needed some good amount of "cleaning up" afterwards. I like to build my trees from scratch tbh. because of the more control in vertex count. Still using tree[d] for extracting the textured plain X since these are a pain to do by hand. There are quit some tricky parts for normalmapped trees, so my workflow goes as : build the tree trunk in silo/zbrush and UV texture those. build the "leafcloud" OR "leafcross" with tree[d]. mix, scale, convert etc. with leafcloud i mean this : a leafcross looks like this : The leafcloud gets Uv textured onto a spiderweb or umbrella like mesh. With using leafclouds i can extend the model assets because they are not part of the trunk model (added independent within sandbox) and of thus i got the naked winter tree with a "summer" leafsets. for the trunk i extract the plain ubersmooth normalmap from subdivided mesh and "convert" the "barktexture" into a bumpmap -> mixing those with ORB (OpenRenderBump) since it holds the least amount of hassle. I also once deformed the highpoly trunk ( in zbrush ) with the bumpmap but it wasnt worth the more work imo. hth, JT
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