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SpiderPig

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Everything posted by SpiderPig

  1. I'll be back in a few hours. If you upload all your exported files I will test it out myself in Leadwerks. We will fix this. 😉
  2. Hope it is resolved! Sometimes all it takes is for a rethink of the basics.
  3. I can see the tile positions aren't perfect. So it might be easy to make a mistake in recalculating the tiles origin.
  4. If you upload the blend file your exporting from I can better check it out. It does sound odd.
  5. I can also see that all the origins for the tiles are different. I'm not sure how your exporting but it might be the problem. Make sure that each tile has the same origin (one of the corner perhaps) and then move that tile to the world origin before export as FBX. That way the you can rotate the tiles in Leadwerks and they'll all rotate about the same point.
  6. Can you upload one of the tiles you've exported?
  7. I loaded it in blender. So your just exporting each once of those street tiles into Leadwerks and not editing the geometry before hand?
  8. It would be something with your models I think. Normals, tex-coords or just vertex positions. If you upload a blend file (or PM me if you wish) I'll take a look in blender for you.
  9. Okay cool. Thankyou. I'll see what I can do.
  10. Cool thanks. I did notice that with the TRANSFER hook the callback is being called multiple times unless repeat is set to false. Is that okay?
  11. Curious on the exact difference between HOOKID_TRANSFER and HOOKID_RENDER? I mean they both call the same function type but I take it they call it at different times within Ultras rendering process?
  12. Okay thanks, I'll investigate!
  13. Has it been documented yet?
  14. Is your grass there a geometry shader or part of Leadwerks vegetation system? AO really does sell the depth of things. Before AO After AO
  15. Yeah me too. I think the thing that really makes the grass pop is the sort of ambient occlusion where I make the roots darker than the tips. I'll post a before and after pic later.
  16. I'd like to try using these now. Is this the way to use them? I found this here. //Load compute shader auto module = LoadShaderModule("Shaders/Compute/test.comp.spv"); auto shader = CreateShader(); shader->SetModule(module, SHADER_COMPUTE); //Create work group int workercount = 8; auto workgroup = CreateWorkgroup(shader, workercount, workercount, workercount); I couldn't find CreateWorkgroup() in the API though.
  17. It's a bit slow using the geometry shader. FPS drops from 800 to 300. I think compute shaders might help here.
  18. SpiderPig

    Environment probe

    It's looking real good. I can't wait to test these things in my open world game.
  19. Changing the material roughness made it look 10x better. I'm happy with the lighting now.
  20. That seemed to have done the trick.
  21. Hmm, actually I don't think my normals are right... I'm multiplying the local vertex positions by a local matrix to rotate the blades but the normals are unchanged. Can I rotate normals by multiplying by the same matrix as I do the vertices?
  22. Just thought I'd check. If I turn off Image Based Lighting I get a darker grass but no more artifacts. Not sure if that's the cause or it's just hiding it. EDIT: I think IBL is the cause, though I have no idea why.
  23. Oh, that reminds me. Inside that function in Lighting.glsl, RenderLight() was using the input vertexWorldPosition rather than the argument "position". RenderLight(lightIndex, material, materialInfo, vertexWorldPosition.xyz, normal, v, NdotV, f_diffuse, f_specular, renderprobes, ibldiffuse, iblspecular); I thought it should use the argument 'position' seeing as it is passed to it but not sure... I don't know if it's something the user could end up editing in the UserFunction?
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