Thanks for your offer. I am still a bit hesitant regarding Leadwerks. Mostly because my coding experience is limited to some expressions/commands in 3d soft only. I am searching for something an artist friendly but still good graphics capable. If I'll make my stop at Leadwers I'll definitely avail myself of your offer.
Thanks evreybody for the answers
Does it mean that it's not possible to do something with the auto generated LODs ? For example, there is a group of trees seating on a cliff and I would like to replace the whole group to a flat poly and pre-baked “group of trees” small texture at a certain distance?
Is there any workaround for lods hierarchy? Maybe in that barrels case it's possible to have a kind of “grouped 5 barrels” object that is shown only when zoomed out and never at a close distance?
ps. Have anybody used some GLSL code exported from Mental Mill and whether it's possible at all considering Leadwerks deffered render? I am interested mostly in adding some extra Fresnel effects and a few animated things to a standard “specular + normals/parallax” shaders.
I am a game artist and curious about Leadwerk. Here is a few questions I have, Would be appreciated if somebody answer.
Does it support rotated (edited) vertex normals within its importer?
Does it support hierarchical lods ? It's when a group of separate objects (hierarchical branches) are replacing into a single object ( parent trunk ) with a distance and so on. So you have a lot of separate objects close to a player and a few ones on a distance. Is there any tool to organize such a hierarchy or import it from a 3d soft directly?
Does it support any visual, node based shader creation? Any third party tool like Mental Mill?
Is it supposed to be be used with its editor terrain system only? The modern 3dsMax/ Maya versions are quicker imo for an environment creation and more flexible than any game editor imo.
I mean in such a simple scene like the tunnel I get about 60fps full screen with my not very new 9800gt while would expect at least double of that for an almost empty scene. I am curious what fps could I expect with animated characters in a full scale game? Or on such levels like Chernobyl's one I saw in video examples?
Looks like SSAA is a fps killer also. Is it kind of work in progress feature?
So I need to write a piece of code for that and a special shader. Right? It's not a check box somewhere in a shader or an object settings? I am an artist and coding is out of my expertise
Is it possible to make a car surface reflecting the world in real time? I guess the engine should support render-to-texture capability for that. I see some objects are reflected in the water(except trees) so perhaps it may be possible in a car surface too?
Thanks. I have one more question. Is it possible to make a sun light diffraction effect ? One common for modern games when you see a bright spot of light ahead of any geometry that may screen it partly. With a hdr sky texture or something?
For example a water surface shader, a car paint shader or any kind of general shader that would interact with lighting a bit differently. Wet materials, frost materials , interactively changing materials.