L B Posted December 29, 2009 Share Posted December 29, 2009 I have the following maps, I was wondering how to take advantage of the most of them: -Diffuse (Color) -Normal (Bump) -Parallax (Height) -Opacity (Alpha) -Specular (Glow) What would be the appropriate material/shader combination? Quote Link to comment Share on other sites More sharing options...
TylerH Posted December 29, 2009 Share Posted December 29, 2009 mesh_diffuse_bumpmap_specularmap_pom.frag Not sure if it exists. And if you want to use the opacity map on its own, then you just need to do: diffuse.w = alphamap.r; in the mesh.frag shader #define LW_DIFFUSE texture0 #define LW_BUMPMAP texture1 #define LW_SPECULARMAP texture2 #define LW_PARALLAXMAP texture3 #define LW_POMMAP Include "mesh.frag" 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...
L B Posted December 29, 2009 Author Share Posted December 29, 2009 What's POM? Quote Link to comment Share on other sites More sharing options...
Niosop Posted December 29, 2009 Share Posted December 29, 2009 Parallax occlusion mapping I think. There's an example in the wiki video tutorials, think it's the materials one. Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
TylerH Posted December 30, 2009 Share Posted December 30, 2009 It is basically like applying a heightmap (disaplcement) to your mesh per-pixel, which is like how Leadwerks does terrain, except the terrain is a per-vertex. 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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