|
DX Shaderpack
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
DX Shaderpack // The Garage
Post by Burnart // Jan 19, 2009, 11:39am
Burnart
Total Posts: 839
|
Roll on payday - you shader pack is on my to get list! Great work parva. |
Post by kena // Jan 19, 2009, 12:03pm
kena
Total Posts: 2321
|
Yes. I like the shaderpack and paid for it after only 5 min of reviewing the free one :D |
Post by Burnart // Jan 26, 2009, 12:44pm
Burnart
Total Posts: 839
|
I got the shader pack a few days ago and have been messing around with it. I think they are great - well done parva! :banana::banana::banana: many bananas!!
One question (at the moment) how can I get the wave animation texture to output in frame animation? I can turn it on as a realtime active element but if I create an anim avi its just static. |
Post by parva // Jan 26, 2009, 10:40pm
parva
Total Posts: 822
|
Thank you Burnart!
wave animation texture to output in frame animation?
Thats something I also don't know.
There it's vertex deformation you have to record the vertex positions.
The only tool that can do that is the morph tool but I tried and it doesn't work.
There is unfortunatly no general vertex position save in frame option :(
edit: :D ah OK I got it.
You can record the timer.
- Right click at the red "set keyframe" dot in the 4D panel
- right click in the opend keying panel and click browse attributes
- here open the Material List down to "Ocean Waves Displacement"
- open here the Timer Event and select "Time" so that a red dot instead of a white one in front of "Time"
- you have now marked the Timer Event "Time" as recorded and can record the wave animation as you like
as an additon: it's maybe better to change the "Time" to "Frame" output from the Timer Event
to do that you have to go into the Wave Displacement Shader and hook the wire from the Timer Event from "Time" to "Frame".
Didn't test it yet. |
Post by Burnart // Jan 27, 2009, 12:08pm
Burnart
Total Posts: 839
|
Thanks parva I will have a look at that when I get a chance. I did previously burrow into the LE components and tried setting some record keyframes for this but couldn't get it to work. Hopefully your described approach will do the trick. |
Post by Burnart // Jan 29, 2009, 12:22pm
Burnart
Total Posts: 839
|
Several days later just to round out the question asked, here's my result :
I added red record dots to both the time and frame aspects within the Ocean Waves Displacement/d3d material/timer event.
For a test I created a keyframe frame zero with time and frame both set to 0. Then at frame 100 I set frame to 100 and time to 6.666 (15 frames per sec).
If I just hit the play button I didn't see the result but if I recorded a frame sequence it did animate.
Keeping this little scene as an intro to keyframing the timer event activity brick. Might come in handy. |
Post by parva // Jan 30, 2009, 1:31am
parva
Total Posts: 822
|
Keeping this little scene as an intro to keyframing the timer event activity brick. Might come in handy.
Indeed, thanks for the info.
...
added a simple cloud object which works with the clear sky.
Just needs some finetuning that the clouds change color at sunset/rise.
17957 |
Post by parva // Jan 30, 2009, 7:01am
parva
Total Posts: 822
|
little update to the parallax occlusion shader (right)
also added cheap offset mapping (left)
17962
Both support now color and normal map.
Keep in mind that the POM shader is very complex and can drop framerates heavily. It also don't work with the ambient light.
Free Shaderpack is updated with these
but you can also download the mat files here directly |
Post by parva // Feb 8, 2009, 3:27am
parva
Total Posts: 822
|
thats more like a work in progress then a final one but this shader driven me nuts a year ago. Now I could get it workable.
Instant Animated Grass (http://www.cg.tuwien.ac.at/research/publications/2007/Habel_2007_IAG/)
Still some weird parts where I'm not sure how to solve but the function works
18110
As you can see it creates virtual intersected planes in viewdirection. |
Post by prodigy // Feb 8, 2009, 5:51am
prodigy
Total Posts: 3029
|
Amazing Parva :jumpy: |
Post by robert // Feb 8, 2009, 6:28am
robert
Total Posts: 609
|
Oh wow. That's pretty spectacular.
I'm going to be keeping an eye on this one's progress.;) |
Post by parva // Feb 11, 2009, 2:52am
parva
Total Posts: 822
|
I updated the sky and replaced the ambient lighting with a lerp between rise and midday color to get rid of the sunspot at the terrain.
18175
little video to show the settings |
Post by transient // Feb 11, 2009, 3:44am
transient
Total Posts: 977
|
That's really cool, Parva. Any chance of making this work with vray? ;) |
Post by parva // Feb 11, 2009, 3:58am
parva
Total Posts: 822
|
That's really cool, Parva. Any chance of making this work with vray? ;)
no, unfortunatly not :( |
Post by theuns // Feb 11, 2009, 4:12am
theuns
Total Posts: 519
|
absolutely amazing stuff you are doing with DX, parva. awesome! and thanks to your generosity, all trueSpacers can use and enjoy it as well!!! tnx a million ;) |
|