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CopperCube PBR Materials Test

just_in_case
Moderator
Quote
2022-04-21 12:35:19

This is just a showcase of CopperCube with PBR materials created with the Help of HLSL shaders, Don't how much effective it is, but I am pretty satisfied with the results.

It uses a panoramic image as an environment as Coppercube has no CubeMaps support for now, and this also allows you to use gloss or roughness texture with a parameter to control the strength.
to make the object more glossy or rough.

Below is the link to the restricted Video on my Youtube Channel and 2 still images.

Let me know what you guys think about it?

Youtube video :- https://youtu.be/pKvVB-BVbsc

🔎︎



just_in_case
Moderator
Quote
2022-04-21 12:38:14

🔎︎



andgameplay
Registered User
Quote
2022-04-21 22:02:38

I liked of the result, very good!


Arcanjo
Guest
Quote
2022-04-22 02:48:17

I liked your video. I can imagine a game in Coppercube with these graphics.

Niko should pass this code to internal source code of Coppercube.

This bus on video remembers me Godot Engine graphics.

Looks pretty your job.
Thanks, sir.


Robo
Guest
Quote
2022-04-22 05:40:40

Looks cool 'just_in_case' - can we get a test version of this shader ?


rolevix
Registered User
Quote
2022-04-22 14:22:34

@just_in_case
Omg! That was i waiting for too long!
Hope, it will be free...


Arcanjo
Guest
Quote
2022-04-22 16:25:03

Can you imagine it, Rolevix, a game with these graphics?


just_in_case
Moderator
Quote
2022-04-24 02:45:56

Thanks for the feedback guys.

@robo, sorry but this shader is going to be a paid shader, so can't really provide the test version.

@rolevix, sorry but this is going to be paid one, but people who have bought the custom light shader on itch.io will get $20 off, on the shader.

This shader is similar to the custom light shader, it uses a different approach for the application of textures, and has roughness/glossiness and environment mapping as an additional feature. Other than that it is similar to the light shader.

I will try to create more shaders. I am thinking of creating a 2D shader, combined with the spritesheet animator shader, so that you can have multiple effects for the 2D objects.

Lately I have been creating more paid assets then the free one, but I recently posted a plugin and a huge collection of skybox on my Discord Server for free. You guys can download it from there.
The misty forest skybox that you have seen in the video above is also from the same skybox collection and there are 447 skyboxes in there..



coa
Guest
Quote
2022-04-24 11:05:51

screenshots looks nice!


just_in_case
Moderator
Quote
2022-05-09 16:58:51

Another, test on a Pokeball, I don't know if an emission map is needed as the Current post-effects for glow or bloom will go with all the pixels on the screen and the emission map will not have that much effect. But I already have added code for emission as well.

Video showcase of the shader on YouTube.https://youtu.be/47Sr98I4vD8

some Screenshots

🔎︎



just_in_case
Moderator
Quote
2022-05-09 17:02:27

🔎︎



Coppernoob
Guest
Quote
2022-05-11 22:52:56

Looks good, I think the roughness might be a little high on the poke'ball . if you don't have a setting for that , might just blur the texture a bit.

It shows good metal rendering. Which I do with cloned object+transparent texture faked multipass , but in CC if you move the object it tends to lose its alignment even if its a child.

this would be much faster anyway. so let us know when its up for sale. :)


j9907
Guest
Quote
2022-05-12 00:12:09

I bought the light shader :) I can't wait for this one to be released.


just_in_case
Moderator
Quote
2022-05-12 05:13:02

@j9907, Thanks a lot for the purchase, I hope the shader will be useful. :)

@Coppernoob, Thanks for the comment, Yeah there is already an option in the shader to control the roughness, you can easily make the object more shiny or rough by adjusting the parameter values. Also for this particular model, I wanted to give it a more rusty kind of look, So I used a higher strength for Normal Map and for the roughness as well.

Right now the usage of the shader is a bit tedious and might not be easy for the end-user to set up without a proper guide. So, I am trying to figure out ways to improve the usability of the shader. Making it easier to set up.

I also added an emission map functionality to the shader, but as of now, it has no such use, because of the in-built "Glow(Bloom)" post effects. The inbuilt post effects react to the whole screen, instead of just the emission map supplied to the object. CC right now, don't allow to do external screenspace shaders. Right now the emission map will just add the color to the object.

If you guys have any model recommendations to test this shader on, then please let me know. I want to make sure the shader works on all kinds of models. I have tried this on a few models and it works pretty well on them.


Zoo
Guest
Quote
2022-10-30 22:42:41

Shader only seems to work on one scene node in the scene, and all other nodes using the shader turn black.


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