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Posts posted by shadmar
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Strange, not sure hat would cause this in 2.43.
Edit: tested in 2.43, everything seem fine when I test it here.
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Wow those look very realistic! Nice work
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0.8 uploaded.
- -Added normalmaps and foam maps from Pure3D
- -Fixed tiling, tiles perfectly on 512
- -Added normalmap and foam slightly scroll sine curve
- -Added color controls for shallow and depth
- -Normalmap animated shifting xz every second.
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- -Added normalmaps and foam maps from Pure3D
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From what I can see the default LE terain shader uses 16 textures, but you can't use all those for different stuff like rock,grass,snow,sand etc..
So basic RGBA blend is used here too.. I would guess with accompanying bump textures, and base color texture.
These are the textures fetched in terrain.frag :
uniform sampler2D texture0;// texture0 uniform sampler2D texture1;// bumpmap0 uniform sampler2D texture2;// texture1 uniform sampler2D texture3;// bumpmap1 uniform sampler2D texture4;// texture2 uniform sampler2D texture5;// bumpmap2 uniform sampler2D texture6;// texture3 uniform sampler2D texture7;// bumpmap3 uniform sampler2D texture8;// texture4 uniform sampler2D texture9;// bumpmap4 uniform sampler2D texture10;// basetexture uniform sampler2D texture11;// tilemap uniform sampler2D texture12;// colormap uniform sampler2D texture13;// alphatexture uniform sampler2D texture14;// normaltexture uniform sampler2D texture15;//heightmap
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Using a vertex texture to force tiling to line up. Havent uploaded the new version yet.
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You're looking at two ocean patch tiles with no visible seam.
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Seamless
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Html / css based : http://librocket.com/
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Yeah this is great. :-)
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I haven't studied the terrain shaders that comes with LE.
No lesdk on my phone (on vacation) :-)
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It's simple to do RGB plus A for the fourth, but if you need more than 4 it gets complicated since all colors consist of RGB.
You need to have layers of multiple RGBA maps blended with a mask. I don't think you can't have vertexcolors only then.
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Are you trying to make a texture splatting shader from rgba vertex colors for terrain?
This
Translates to
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@Michael, Thx for the new texture, looks way better than mine. (can I use your textures in the next update?)
Also it sounds like a good idea to scroll it slightly.
If we had two normal textures we could switch and blend back and forth every second or so.
@pixel don't feel sorry for me, the only way to improve is through constructive feedback. Without some sort of audience it gets boring pretty fast. No challenge then
@Josh, I like the idea, I have explore that one.
But i'm vacating in Denmark for a while so I'll have a look when I get back.
I also have some ideas on how to solve tiling.
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You can do cubemap reflection already, (cubemap blend). Refraction, depends what you want, softness controls the amount of refraction, the normalmap controls the amount of refraction distortion.
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If we could fetch the reflectioncam within the editor it would be great
How is this done for the default waterplane?, I suspect there is some code behind the scenes we can't get to?
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Uploading a new version now, which allows control of the foam tiling.
I suggest setting up shore foam tiles first since the wave foam is shorefoam multipiled by wavefoam tiles
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Bullet has the same, and much more, and on all platforms. PhysX has lost the race, like DirectX has too.
I don't understand, I thought PhysX and Havok were the most used physics engines used in games today.
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I like the strong use of colors, very nice!
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I like physx, cloth, metallic deformation, softbodies and fluid particles.
Look what you can do with the cloth alone :
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I use ImageConverterPlus for batch converting images, which supports all formats including dds.
And there should be an obj2gmf.exe in your tools folder whoch you can easly script.
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Wow that is one really epic scene :-)
I don't know what could cause the ocean to stop animating except if you somehow override apptime variable wich the vertexshader reads to animate the ocean.
Thx for the foam I will check it out.
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Wow thanks, now that will certainly boost my confidence
But it still suffers from not being tilable and would probably look better using a reflection camara instead of a cube reflection
Maybe if if put on an adaptive mesh and using hw tessalation with some FFT ripple waves it could be great,
@Mike, great shot!
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I use Asus G series laptops, I find them better specced and cheaper than Dell Alienware.
Vertex limit 65k?
in General Discussion
Posted
Hi
I recently learned that surfaces can hold 65k vertices ~ (130k faces), but when I try creating a simple plane in UU3D of 65k vertices it gets distorted like this :
I can successfully render upto 65k faces ~ 32k vertices.. but not 65k vertices. Is there somthing wrong with the mesh I'm creating? (attached).
65k_vertex_mesh.zip