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Posted

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?

Posted

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"

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Posted

Parallax occlusion mapping I think. There's an example in the wiki video tutorials, think it's the materials one.

Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX

ZBrush - Blender

Posted

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.

52t__nvidia.png nVidia 530M cpu.gif Intel Core i7 - 2.3Ghz 114229_30245_16_hardware_memory_ram_icon.png 8GB DDR3 RAM Windows7_Start.gif Windows 7 Ultimate (64x)

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IconVisualStudio16.png Visual Studio 2010 Ultimate google-Chrome.png Google Chrome PhotoshopLinkIndicator.png Creative Suite 5 icon28.gif FL Studio 10 MicrosoftOfficeLive.png Office 15

-----

csharp.png Expert cpp.png Professional lua_icon.png Expert BMX Programmer

-----

i-windows-live-messenger-2009.pngskype-icon16.pngaim_online.pnggmail.pngicon_48x48_prism-facebook.pngtunein-web.pngyahoo.giftwitter16.png

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