Icare Posted June 30, 2010 Share Posted June 30, 2010 Hi, I am very angry, I just made the acquisition of leadwerk and for now I spend my time to debug mesh.frag file. LW based on shaders, but the basic shaders are not operational see missing. Before I negotiated resolution to look at the mesh.frag file I tried with another machine doesn't have a graphics card of the same constructor.I 'm not a pro-shader programmer, it's hard to understand and I don't think my changes is the best My modifications : * Change the parameters to operate the parallax (Les valeurs de constante étaient trop petites) * Removed a clamp to have a specular with bumpmap ( * Write the total management of specular without bumpmap (LW_SPECUALR never dealt with outside of the tag LW_BUMPMAP) * What else ? It is not possible ! in the 2.32 package isn't the final sharder.PAK? . I believed in what he described on the cover page: Materials are the key to next-generation graphics. Choose from our library of effects include normal mapping, specular reflection, cube mapping, parallax occlusion mapping, and more. With Leadwerks, you no longer Have to choose Between Power and ease of use hum hum.... Hoping sincerely that it is an error during the release of package 2.3 / 2.31 and 2.32. And a version of mesh.frag managing all the fabulous and the basic shader will soon be available. Maybe that olders users have kept a correct version of shader.pak, but for the new entrant is rather discouraging Nicolas Quote Link to comment Share on other sites More sharing options...
Canardia Posted June 30, 2010 Share Posted June 30, 2010 Tyler posted yesterday a small shader pak which implemented cubemap and some others. You can also download older engines and rip stuff from them, I sent you the link to the older engines by PM: Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Josh Posted July 1, 2010 Share Posted July 1, 2010 Can you please provide more information on what you are trying to accomplish? You should not have to edit shader files at all. You would never want to have specular reflections without bump mapping. 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...
Masterxilo Posted July 1, 2010 Share Posted July 1, 2010 You would never want to have specular reflections without bump mapping. How do you know? What about plastic? And the cubemapping was removed from the shader... Quote Hurricane-Eye Entertainment - Site, blog. Link to comment Share on other sites More sharing options...
Josh Posted July 1, 2010 Share Posted July 1, 2010 You can easily use a flat normal map for that. Cubemapping is in the default shaders. It's using refraction cube mapping, which is how the skybox is displayed. If you are want reflective cube mapping, that can be added pretty easily. I actually need to do it anyways for another project, so I will add it in right now. 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 July 1, 2010 Share Posted July 1, 2010 It's uploaded. Run the updater to get the new shaders.pak file. Plain cubemapping: texture0 = cubemap vertex shader= mesh_cubemap.vert fragment shader = mesh_cubemap.frag Diffuse texture + cubemapping: texture0 = diffuse texture1 = cubemap vertex shader= mesh_diffuse_cubemap.vert fragment shader = mesh_diffuse_cubemap.frag EMBM: texture0 = diffuse texture1 = bumpmap texture2 = cubemap vertex shader= mesh_diffuse_bumpmap_cubemap.vert fragment shader = mesh_diffuse_bumpmap_cubemap.frag 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...
Jordan Posted July 1, 2010 Share Posted July 1, 2010 perfect Quote Link to comment Share on other sites More sharing options...
L B Posted July 1, 2010 Share Posted July 1, 2010 *Drools over the possibility of multiple waterplanes.* Quote Link to comment Share on other sites More sharing options...
Icare Posted July 1, 2010 Author Share Posted July 1, 2010 I going to tried it tonight, thank you I had an idea to use flat normal map to a plastic effect (with specular), but I thought it was binding, and especially the shader Mesh_diffuse_specular exit in all shader.pak . Maybe he should do the housework in sharder.pak. I suspected that this was not normal that I should edit this file, but neither the effect of parallax, the specular or bumpmap not working before my change thank you for the reactivated Quote Link to comment Share on other sites More sharing options...
Josh Posted July 1, 2010 Share Posted July 1, 2010 Please let me know if you have any other problems. 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...
Icare Posted July 1, 2010 Author Share Posted July 1, 2010 After the update, I still don't understand why there's a clamp on: shininess = clamp (shininess, 0.1) * 0.5; It reduces the effect of brightness that doesn't make very good glossy effect. A screenshot with the original mesh.frag I removed the clamp How can I do to accentuate the glossy effect ? Quote Link to comment Share on other sites More sharing options...
Josh Posted July 1, 2010 Share Posted July 1, 2010 The specular intensity is controlled per pixel in the normal map alpha channel. 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...
Icare Posted July 1, 2010 Author Share Posted July 1, 2010 ok thank, I will put the clamp. It seems that there is more subtlety of this type, are there documents on aspet rendering of engine ? Nicolas Quote Link to comment Share on other sites More sharing options...
Icare Posted July 1, 2010 Author Share Posted July 1, 2010 Me again :-( I have an Acces Violation with the new Material Editor when I click on Compile ... Nicolas Quote Link to comment Share on other sites More sharing options...
Josh Posted July 1, 2010 Share Posted July 1, 2010 What shaders do you have selected? 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...
Icare Posted July 1, 2010 Author Share Posted July 1, 2010 I just try the raod.mat, but if I add mesh_shadow.vert on Shadow Vertex it's Ok, may be it's the map ... Quote Link to comment Share on other sites More sharing options...
Naughty Alien Posted July 2, 2010 Share Posted July 2, 2010 ..just got EMBM just got work nicely with multiple water planes, nice.. 1 Quote Link to comment Share on other sites More sharing options...
TylerH Posted July 2, 2010 Share Posted July 2, 2010 Care to share? Quote nVidia 530M Intel Core i7 - 2.3Ghz 8GB DDR3 RAM Windows 7 Ultimate (64x)----- Visual Studio 2010 Ultimate Google Chrome Creative Suite 5 FL Studio 10 Office 15 ----- Expert Professional Expert BMX Programmer ----- Link to comment Share on other sites More sharing options...
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