YouGroove Posted October 7, 2015 Share Posted October 7, 2015 Usefull to make rocks variations just changing the detail map. It can be used for walls , clothes micro details or anything else. Material details : - Rock general diffuse/color and/or baked AO - Rock general normal map Specular detail texture Diffuse detail texture Specular red channel from the material color picker is used to choose the detail maps multiplicator factor, play with it to adjust the UV scaling easily. (The only specular material used for your 3D model is the specular map) Todo if i have time as i don't need it , use a detail normal map. Have fun diffuse+normal+specular+detail.zip 5 Quote Stop toying and make games Link to comment Share on other sites More sharing options...
shadmar Posted October 7, 2015 Share Posted October 7, 2015 good job padawan Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted October 7, 2015 Author Share Posted October 7, 2015 Thanks master , if you would know how much small thing like thant can speed up a lot level design. Some other uses, make new materials keeping the same pattern, but changing the detail map texture and it's UV scaling. 1 Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Olby Posted October 7, 2015 Share Posted October 7, 2015 Why don't you put this stuff up on Workshop? Good job, anyway. Quote Intel Core i7 Quad 2.3 Ghz, 8GB RAM, GeForce GT 630M 2GB, Windows 10 (x64) Link to comment Share on other sites More sharing options...
YouGroove Posted October 7, 2015 Author Share Posted October 7, 2015 Why don't you put this stuff up on Workshop? Good job, anyway. http://steamcommunity.com/sharedfiles/filedetails/?id=531250897 2 Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Josh Posted October 7, 2015 Share Posted October 7, 2015 Looks really good! Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted October 8, 2015 Share Posted October 8, 2015 Try replacing line 79 with this and see if you like it: outcolor *= texture(texture3,ex_texcoords0*materialcolorspecular.r*20.0)*2.0; Multiplying the detail texture lookup by two will ensure that the detail texture doesn't darken the image. This is what a Mod2X blend is, which was originally used with lightmapping. It means the detail map can lighten AND darken the surface, and solid gray has no effect. Usually these types of textures will have an average color 128,128,128, so they will have no effect at the lower-res mipmap levels. Also, you can use the "soften mipmaps" setting to make these fade out at lower mipmap resolutions. This will prevent your material from getting a repetitive appearance. The textureQueryLod() might be able to be used in some interesting ways with this: float mipmapLevel = textureQueryLod(myTexture, textureCoord).x; fragColor = textureLod(myTexture, textureCoord, mipmapLevel); 3 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
reepblue Posted October 8, 2015 Share Posted October 8, 2015 We need more shaders like this in the stock SDK, I think it will help the art pipeline more. 2 Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
YouGroove Posted October 8, 2015 Author Share Posted October 8, 2015 outcolor *= texture(texture3,ex_texcoords0*materialcolorspecular.r*20.0)*2.0; Multiplying the detail texture lookup by two will ensure that the detail texture doesn't darken the image. This is what a Mod2X blend is, which was originally used with lightmapping. Just some personnal taste : It was too bright with material color full white and a directionnal light with intensity = 1 , because it did not respect original texture diffuse contrast or power. I find 1,3 or 1.5 lot better and not too overbright. Also, you can use the "soften mipmaps" setting to make these fade out at lower mipmap resolutions. This will prevent your material from getting a repetitive appearance. But you will loose all details benefits of a detail texture. Anyway the shader is free anyone can customize it for their needs Quote Stop toying and make games Link to comment Share on other sites More sharing options...
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