-
Posts
3,618 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Blog Comments posted by shadmar
-
-
Yes, that how roughness is done, supercheap compared to gaussian blurring.
-
BuildMipmaps() now correctly builds mipmaps for cubemaps as far as I can tell
This means that I can now on the fly build cubemaps with correct mipmap level in lua!
If this stays in, I can do an update to the substance shader stuff using generated local corrected cubemaps.
-
Another thing, 2xMSAA is faster than the lowest setting on FXAA
So if you are going to do AA as fast as possible, I'd do in this order.
1. Nothing = fastest
2. 2 x MSAA = fastest AA doable
3. FXAA, 10-39 setting on FXAA are all faster than 4 x MSAA
4. 2 x MSAA + FXAA, best looking for highest fps.
5. 4,8,16,32 x MSAA looks good but slows down quite fast.
- 5
-
Thanks for the 15% fps boost when MSAA=0 (for us on nividia)
-
Yeah let me know if I can help.
I think these "free"reflections/refractions are nice to have
They only cost some texture memory to render.
Also very useful for substance support.
- 2
-
Parallax correction:
- 6
-
Great stuff!
I've been testing using Matts' mipmap code aswell, but I added a small lua script to each reflected object, inorder to make a local cubemap (onetime render)
My main problem was getting the mipmapping correctly in lua.
-
Yeah env probes was exactly what I would aim for, that ontime or ondemand update of a mipmapped cubemap texture.
-
Yes you are probably right, but I wasn't really expecting this to be used as a mirror shader
-
Try Texture::BuildMipmaps.
This works in c++ along with opengl statements in the suggestion made here:http://www.leadwerks.com/werkspace/topic/14403-request-for-cubemap-mipmap-building-to-lua/
But not in lua, unless we get a function like the one suggested or something that does the same.
-
Unfortunately it only works if we get mipmap building for cubemaps, like this into the engine :
http://www.leadwerks.com/werkspace/topic/14403-request-for-cubemap-mipmap-building-to-lua/
-
if the metallic map is all black it will not do a metallic reflection, but rather a surface plastic like reflection with no colordepth.
if you look under misc folder there is an billiard ball material as an example of this.
You are suppose to supply textures for all cases, under the default folder there is 2x2 pixel textures for black/white/gray if you don't have one.
For next iteration of this shader, environment mapping will be automatic.
- 2
-
And env reflection is what it is. so metals with no light on them should still reflect the environment.
-
oh could I have a look at the mat file? sounds like your missing a texture in a slot.
-
Yes it should be up now. All examples should be included.
- 2
-
- 5
-
I only need the glossy eightball/poolball example working with envmap without having it to be metallic. (upper right corner of the first figure)
- 1
-
Almost there, so I'll upload the addon soon.
- 4
-
Yeah look at that sand
- 1
-
Like a prefab system?
-
Here are some sites to get inspiration, I use alot :
-
Very nice and well done article
- 1
-
Leadwerks Game Engine Reaches 10,000 Paid Users
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Congrats Josh, well done, company is going/growing well
- 1
-
Looks great, however shadows only appear every other time I start the demo.
GTX770M
Ambient Lighting Research
in Development Blog
A blog by Josh in General
Posted
A fresnel postprocess shader will also give ambient depth. ☺