Ambiera ForumDiscussions, Help and Support. |
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Anyone ever figure out a way to get this to work right? I do use it as just better normal maps as suggested by just_in_case :) But I was wondering if anyone got the offsets and occlusion working? Might have to right click and open these images. is there a better hosting site that? Thats as close as i have gotten. I know you really need a normal map and a heightmap but it will only accept one. so I combined them together. but the lighting in messed up( point light's bright area is not in the middle , it shows up half the light and then negates the other half.) because the normals are now mixed with some greyscale heights. it does occlude properly though. has anyone else messed with it? |
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You can tey changing the param1 for the parallax map but I am not sure it will help you in your issue. i would suggest you to use a custom shader instead of inbuilt FFP for parallax mapping. |
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Yeah I figured out the param . im using 0.06 on those image I think. Yeah a shader would be better, since multiple lights and better controls. I did find one normal map that works and the lighting is correct. Its from a relief map project for dx 10 , and it seems to have the heightmap stored in the image as an Alpha channel. I havent been able to recreate my own correctly. I have some DX9 shaders including POM for Darkbasic. Ill have to look at trying to convert one. Never learn if I dont try though. lol Did you ever get a new GPU? or still using the 950 super? Sam |
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I am still using GTX 750 Ti, not 950 Super. It's easy to translate DX9 shaders to CC compatible shaders to be honest. |
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just_in_case, Can you order things from Newegg?, the card its self ships from china. https://www.newegg.com/p/2SW-00A... If so , Ill buy your 4.1 update to the per pixel light shader (I have 3.4 as i bought it before) Ill pay 70$ if you want to get that card. Its an ati rx 580 with 8 gig of vram, slightly faster than a 1060 , probably on par with the super. Sam |
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Hi there, thanks for the support but unfortunately I can't purchase from the foreign website as it will become too costly for me due to high custom rates here in India, and due to India - China conflicts, we are unable to get items from China they don't ship to my country. I won't suggest purchasing version 4.1 of the light shader, it has a major bug, Although it works as mentioned and showcased in the video there is a major performance loophole that I know why it happens but I am unable to fix it because of no-multithreading support in CC. I do need a new GPU, but my expenses and bills are much more of a necessity than the GPU. My huge thanks to a lot of community members who support my work either by donations or by purchasing my extensions. I am not sure if you are into 2D games or not but I have some extensions for 2D games, so if you want to support you can purchase those extensions instead of the light shader. :) |
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Bought 2d Controller's, Animation scripts and the fake pbr :) Sam |
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Thanks a lot for your support, Appreciate it, let me know if you can set the PBR shader thing or not, if not then I can create a short video tutorial for you, on how to use the shader, it's a bit complex to set it up. I hope you like the 2D controllers and animation scripts :) I will soon try to purchase a new GPU so that I can speedup a few things or try new ideas for game dev. |
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I think ive gotten the PBR setup pretty close at least. So is it 1.Diffuse. 2. (The triple texture) Normal, Roughness?, and Specular? 3.Reflection. 4.Metallic. or does one of these supposed to be AO? lol it looks pretty close to the Materialize render im creating the maps with. Sam |
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Okay i see from the file names that the last texture is Roughness and yeah its looking better. so I still dont know what the last two in the second texture is. But its looking pretty good so far. Sam |
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Hi, I have an updated version on my PC for the PBR Shader that I never pushed to the itch.io page, this updated version includes the features from version 4.1 of the custom light shader into the PBR Shader. So the texture arrangement in the version that you have is like this. Albedo (Diffuse) - Texture-Slot1 Normal Map - Textur-eSlot2 (texture1) Metallic (Specular) - Texture-Slot2 (texture2) Ambient Occlusion - Texture-Slot2 (texture3) Environment Map - Texture-Slot3 Roughness - Texture-Slot4 in an updated version, I believe I have changed the arrangement a bit and included the Emission map as well. I will try to push an update to it, will also need to update the itch.io page that it is not recommended to purchase these extensions, as the updated ones have major performance bugs, due to lack of multi-threading, actually I need to do some sort of Octree calculations for the lights that will increase the performance. The issue is because of the infinite calculations for all the objects. |
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