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Everything posted by SpiderPig
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Imported Models not matching (Blender Export)
SpiderPig replied to WazMeister's topic in General Discussion
If you upload the blend file your exporting from I can better check it out. It does sound odd. -
Imported Models not matching (Blender Export)
SpiderPig replied to WazMeister's topic in General Discussion
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. -
Imported Models not matching (Blender Export)
SpiderPig replied to WazMeister's topic in General Discussion
Can you upload one of the tiles you've exported? -
Imported Models not matching (Blender Export)
SpiderPig replied to WazMeister's topic in General Discussion
I loaded it in blender. So your just exporting each once of those street tiles into Leadwerks and not editing the geometry before hand? -
Imported Models not matching (Blender Export)
SpiderPig replied to WazMeister's topic in General Discussion
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. -
Okay cool. Thankyou. I'll see what I can do.
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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?
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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?
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Okay thanks, I'll investigate!
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Has it been documented yet?
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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
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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.
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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.
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It's a bit slow using the geometry shader. FPS drops from 800 to 300. I think compute shaders might help here.
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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?
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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.
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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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I'm getting mixed and seemingly random results with the lighting of my grass. The line between light and dark moves with the camera. This is what I'm passing out of my geometry shader to the default PBR fragment shader. The grass is green as I'm setting the vertex color to green. The fragment shader is just doing the lighting. I've looked at the fragment shaders to see what it needed but might have missed something? layout(location = 25 ) out uint outEntityID; layout(location = 5 ) out flat uint outMaterialID; layout(location = 8 ) out vec4 outVertexPosition; layout(location = 1 ) out vec3 normal; layout(location = 7 ) out vec4 worldPosition; layout(location = 0 ) out vec4 vertexColor; First it was this; Now at random it is this;
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Half my grass was actually below the ground. Now it looks better and I gave it some rough animation. I've also made it that the root of the grass blades are darker. Still needs a lot of work but I'm done for now I think. I can fine tune it later.
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Thanks, I didn't think so. I must be passing something wrong.