L B Posted December 29, 2009 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
TylerH Posted December 29, 2009 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 -----
Niosop Posted December 29, 2009 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
TylerH Posted December 30, 2009 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 -----
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