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Michael Betke

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Everything posted by Michael Betke

  1. Michael Betke

    Interfacelift

    Nice update. I mostly have the overall tool in windowed mode. The viewports are on screen one and I stretched the part owith the asset browser over my second screen. It works well.
  2. Very nice demo. Runs with 120-150fps in 720p resolution and all turned on. Can't move forward for some reason. B)
  3. I like the style very much but think on the other hand that it looks a bit "rough". It's hard to spot certain elements and structure due the colors and "blotches on the textures. For a stylized game I think a bit less texture details would be better. Sorry but can't explain better in english.
  4. I did some bubbles for the GDC 2010 techdemo and it seems it worked. Can't tell for large explosions. Basically you need some bubble, some small other floating dirt and thats it to give the impression of depth to the water.
  5. This isn't neccesary because its just one element of glass. Never have seen a frosted glass shader in real-time until now. Not even the the two arch-viz tools for real-time feautre it at the moment but it's used a lot. It's a good option to know LE can do it with minor effeort so I can get in touch with you or another shader coder if client made its decision and tell us whats needed.
  6. Hey guys! I have a project running where I need to visualize a big building. There is a lot of glass plus so called "opalin" window parts. It's frosted glass with a green shine. Leadwerks would offer some superiour asset handling here because we have to equip a whole hotel with 7 stories full of furniture. I wonder if frosted glass is possible in some ways in real-time. It just have to look nice and doesn't need a full interaction or scattering. I thought about baking the final look to a texture but havn't tried...
  7. very nice. do i haveto run photoshop everytime i want to use color grading or cani do it within the editor too based on somesliders or values?
  8. A Source License. You have to mail Josh about pricing.
  9. You have to fix the .dds textures with the Leadwerks makedds.exe tool. Its just two clicks.
  10. Yes arch-viz demands for realstic output or very artistic. There is nothing in between it in most cases. At the moment all those real-time viz products have the problem beeing judged and compared with VRay and other offline-render. THis is funny to read sometime.
  11. I really like the water update the Lumion guys do with their DX9 arch-viz engine: http://vimeo.com/22124363 WIll be released in May hopefully so I can get my hand on it. This in LE would be nice too for game-devs I think. People always make a mystery out of water in games hehe.
  12. Didn't read the doc but I think the asset store should go into a own menu item into the top menu like home, products, etc... so everybody can see it.
  13. I want to see a Material Editor with customisable UI and integrated shader editor! Do I get it?! Sorry but it's like knowing the lottery numbers of the future hehe.
  14. This is really knocking the community back
  15. So the whole asset store is gone too?
  16. Just out of curiosity (and because its cool hehe): Is it possible to set up the editor for stereoscopic rendering red/cyan? I think it's nice for special cases only but I would like to know how this would be done interally in a renderer? Just a shader? Or what is it?
  17. I'm not a fan of the windows GUI look and prefer a dark theme so my eyes don't get distracted from the viewport or just get tired of the white after looking at the screen for hours. But on the other hand its a good decision from the development point of view. Why invest time into a custom look with colors if there is also a GUI?. I like the overall concept and drag/drop stuff and realtime monitoring of changed assets. This will save me quite some hours in a project or research stage.
  18. The sun is shining under the terrain if I set it very early. So my models get lit from beneth.
  19. Okay I set it up and it helps but the path is just a zig-zag from node to node. But the camera is aimed to the rotation I've set. Is there a way to get rid of the zig-zag course? I played with local tension=EntityDistance(currentnode,nextnode)*0.5 which reduces the zig-zag but its acting wired if a new node is reached.
  20. Maybe I have problems understanding the script stuff. Sorry for that. But the script you posted looks very different then mine. My script looks like it creates a renderbuffer and such stuff. Camera flyby plus serial screenshot function in one script. Your script seem to look like the flythrough.lua and also modification to the node. I understand the node modifications but not how to integrate your flythorugh.lua into my script which creates the renderbuffer and so on. Thats the point I still don't get.
  21. And how would it look if its integrated into my source script I posted in my first post? So I get my screenshot series recorded.
  22. Thanks this is really dirty but a creative solution. I can't use a manual rotation because the script writes 30 sreenshots per second and I won't be able to rotate smoothly. Here is a screenhsot of what I need. Camera needs to view along the blue axis but should follow the spline along the street to the next node.
  23. tried it and thought i would be able to set the strenght of the options hehe. Like amount of godrays or bloom....
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