new mod metarial fx

new mod metarial fx

Postby ikam » Wednesday, 09.October 2013, 15:29

Hi

I just released new mod fx based on vertex displacement.
- sinuswave
- twist

example how to use it
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Re: new mod metarial fx

Postby Skinnytorus » Wednesday, 09.October 2013, 15:46

Very cool. I'll check that this evening and get back to you.
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Re: new mod metarial fx

Postby Skinnytorus » Wednesday, 09.October 2013, 20:44

Indeed. Cool shaders! Respect, bro. =D> =D>
Have you tried to implement this one? http://www.ozone3d.net/tutorials/mesh_deformer_p2.php
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Re: new mod metarial fx

Postby ikam » Wednesday, 09.October 2013, 20:57

not yet :)
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Re: new mod metarial fx

Postby Skinnytorus » Wednesday, 09.October 2013, 21:09

Is that a challenge for you? I think this type of effect would make wz4 shine even more! ;)
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Re: new mod metarial fx

Postby ikam » Wednesday, 09.October 2013, 21:23

the code is given just need to adapt it for the mod shader creator, not so difficult but many lines of codes, I was too lazy to do it :)
but ok I will see if I can add it.
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Re: new mod metarial fx

Postby nikitos75 » Wednesday, 09.October 2013, 21:31

It will be cool if you implement a AO shaders
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Re: new mod metarial fx

Postby Skinnytorus » Thursday, 10.October 2013, 07:47

Ambient occlusion is already there. See SSAO yellow operator.
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Re: new mod metarial fx

Postby nikitos75 » Thursday, 10.October 2013, 08:15

I know, but AO is different than SSAO, it can be more batter and closer
To fake radiocity
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Re: new mod metarial fx

Postby Skinnytorus » Thursday, 10.October 2013, 08:37

Are you taking about a per-material AO with color controls to fake global illumination?
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Re: new mod metarial fx

Postby nikitos75 » Thursday, 10.October 2013, 11:35

This will be great, but if will be so difficult to imliment, maybe simple AO , wich we can add like emission layer to mod material or custom material.
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Re: new mod metarial fx

Postby Skinnytorus » Thursday, 10.October 2013, 15:59

Not clear... Can you post a picture of the effect you want?
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Re: new mod metarial fx

Postby nikitos75 » Friday, 11.October 2013, 07:33

See link:
http://http.developer.nvidia.com/GPUGem ... _ch12.html
Plus see included AO and AO+materials
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Re: new mod metarial fx

Postby nikitos75 » Friday, 11.October 2013, 07:37

A just think: May be it is dirt map?
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Re: new mod metarial fx

Postby Skinnytorus » Friday, 11.October 2013, 08:23

I see. To tell the truth, I doubt wz4 engine is capable of such high quality AO at a decent framerate.
Maybe it would be wiser to try to increase the sampling rate to 24 or 32 bit and add some new params to the existing SSAO?
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