Ambiera ForumDiscussions, Help and Support. |
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Is any of this somehow possible to use in Coppercube? First out: I came across something the other day called 'Channel Packing'. A method of using the RGB(A) channels in an image in another way as we usually do. With CP you can associate each colour channel with for example: ao-map in the Red channel, roughness in Green, metalness in Blue. I did some tests in Coppercube and got some kind of results when fiddling with IrrEdit/Irrlicht seetings/slots, but not exactly what i whished for. Secondly: There is a 'detail_map' as material type in IrrEdit/Irrlicht. As the name entails, it should perhaps be able to bring more detail to a texure, question is how. It does respond when bringing in the second texture in the second slot, but testing out different kinds of textures (bright/black/grey/high detail etc) with different kinds of light settings, i can't say it gives any more detail. I would love to hear if anyone else have made better progress with it! I first read about both channel packing and detail maps in the Unity documentation, which describes them well: https://docs.unity3d.com/Package... |
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hmmm interesting... |
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My grandson first ran across this when modding an EA game that didn't have volumetric clouds, ripping the data from a previous version that did. He wasn't successful, but we both learned something new. Volumetrics are expensive, but the results are hard to beat. We found a siggraph paper on this from the 90's that used data packing for the clouds. |
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