Use Rendertarget on Normals channel?

Use Rendertarget on Normals channel?

Postby Skinnytorus » Sunday, 30.September 2012, 06:21

Hey guys,

I'm trying to make a classic scene with raindrops in a puddle. As soon as Meteorshower is broken, I had to find a workaraound for that.
What I'm trying to reach is make RT work on Normal channel of the Mod Material. It doesn't work because I can not apply Normals op that requires a Bitmap input, not RT.
I can't find a way to convert RT into normals... Any ideas?
Thank you.
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Re: Use Rendertarget on Normals channel?

Postby ikam » Sunday, 30.September 2012, 10:36

it's a good idea :)
I thought we could convert RT to a bitmap but don't see how. it should be possible as tex2d can read RT...
Maybe you could use displace for same effect.
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Re: Use Rendertarget on Normals channel?

Postby Skinnytorus » Sunday, 30.September 2012, 11:39

Yes, I tried to use the RT on the displace channel, but it just creates craters with rough edges which is not good...
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Re: Use Rendertarget on Normals channel?

Postby ikam » Monday, 01.October 2012, 08:17

maybe a start of solution
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Re: Use Rendertarget on Normals channel?

Postby ikam » Monday, 01.October 2012, 09:55

with fix billboard alignment (from screen) and high resolution. it works fine :)
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Re: Use Rendertarget on Normals channel?

Postby Skinnytorus » Monday, 01.October 2012, 12:31

Yey! This is wicked, mate! :)
Things to note for me:
1) Normals can be alphaed.
2) No need to use Tex2DAnim for Rendertarget.
Now it's time for the rain and water splashes! Thanks again!
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Re: Use Rendertarget on Normals channel? [Solved]

Postby erbsen » Monday, 01.October 2012, 12:41

Pretty cool. :D
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Re: Use Rendertarget on Normals channel? [Solved]

Postby ikam » Monday, 01.October 2012, 13:08

not tested, but maybe texture loop is useless, using fadein fadeout in sprites... however it's a good example of animated texture shape
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Re: Use Rendertarget on Normals channel? [Solved]

Postby Skinnytorus » Monday, 01.October 2012, 19:38

Interesting. Worth a try at least ;)
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Re: Use Rendertarget on Normals channel? [Solved]

Postby Skinnytorus » Thursday, 04.October 2012, 14:46

ikam
I tried your approach. It doesn't work for me. It looks like 2 premul alphas (1 for the circle, 1 for sprite transparency) don't work together (they flicker)... :(
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