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new mod metarial fx

PostPosted: Wednesday, 09.October 2013, 15:29
by ikam
Hi

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

example how to use it

Re: new mod metarial fx

PostPosted: Wednesday, 09.October 2013, 15:46
by Skinnytorus
Very cool. I'll check that this evening and get back to you.

Re: new mod metarial fx

PostPosted: Wednesday, 09.October 2013, 20:44
by Skinnytorus
Indeed. Cool shaders! Respect, bro. =D> =D>
Have you tried to implement this one? http://www.ozone3d.net/tutorials/mesh_deformer_p2.php

Re: new mod metarial fx

PostPosted: Wednesday, 09.October 2013, 20:57
by ikam
not yet :)

Re: new mod metarial fx

PostPosted: Wednesday, 09.October 2013, 21:09
by Skinnytorus
Is that a challenge for you? I think this type of effect would make wz4 shine even more! ;)

Re: new mod metarial fx

PostPosted: Wednesday, 09.October 2013, 21:23
by ikam
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.

Re: new mod metarial fx

PostPosted: Wednesday, 09.October 2013, 21:31
by nikitos75
It will be cool if you implement a AO shaders

Re: new mod metarial fx

PostPosted: Thursday, 10.October 2013, 07:47
by Skinnytorus
Ambient occlusion is already there. See SSAO yellow operator.

Re: new mod metarial fx

PostPosted: Thursday, 10.October 2013, 08:15
by nikitos75
I know, but AO is different than SSAO, it can be more batter and closer
To fake radiocity

Re: new mod metarial fx

PostPosted: Thursday, 10.October 2013, 08:37
by Skinnytorus
Are you taking about a per-material AO with color controls to fake global illumination?

Re: new mod metarial fx

PostPosted: Thursday, 10.October 2013, 11:35
by nikitos75
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.

Re: new mod metarial fx

PostPosted: Thursday, 10.October 2013, 15:59
by Skinnytorus
Not clear... Can you post a picture of the effect you want?

Re: new mod metarial fx

PostPosted: Friday, 11.October 2013, 07:33
by nikitos75
See link:
http://http.developer.nvidia.com/GPUGem ... _ch12.html
Plus see included AO and AO+materials

Re: new mod metarial fx

PostPosted: Friday, 11.October 2013, 07:37
by nikitos75
A just think: May be it is dirt map?

Re: new mod metarial fx

PostPosted: Friday, 11.October 2013, 08:23
by Skinnytorus
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?