Ambiera ForumDiscussions, Help and Support. |
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Do you want to use normal mapped textures without running your whole game in a shader ? Now you can, and enjoy all the default benefits like better performance and use up to 8 lights as compared to only 4 lights from using a shader. I just got bump mapping (normal mapped) textures to work in the fixed function pipeline so yeah.....enjoy. It currently works for any 3d mesh (not terrain). Will take more work for it to work with terrains - see how that goes... I will add another post once this is completed. |
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Does it work with animated meshes...? |
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Yes, I just tested it and it works with animated meshes...an unexpected surprise.... |
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This is done and completed. Its on Itchio: https://robo25.itch.io/coppercube-apis-version-2 and the video is here also: https://youtu.be/xhm9mX2N-6Q Noe, the core system Post Processing - a few of the shaders like Radial Blur have been improved. |
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Awesome, very nice update |
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Thanks Monks. I just added a higher resolution texture to a 2d plane mesh and a good quality normal map and it does look very good I have to say - its updated per pixel in this case. In some ways its better than the standard version of the normal map material and can be adjusted somewhat also... If not using the directional light then best to pick another light source and get a single average direction to send into the API for all usuages - for example a main roof light for a given room. I might add another input to adjust the max brightness for indoor use - ie brighter outdoors and darker indoors. |
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Actually doesnt need a max brightness as the way this works it only adds shading into the image - no increase in brightness. Best look for interior walls was using zero as min brightness which also gave a brighter more realistic look to the image. See below: 1. top left - original image 2. bottom left - bump mapped only 3. top right - original texture with baked normal/roughness 4. bottom right - nu 3 with Bump mapping (best look) |
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How do you post images here - why so hard.... the "" did not work... https://imgur.com/a/X3lbcVf |
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You put actual link to resource, i.e. jpeg/png/webm or any other type: 1. Right click on the image 2. Copy image address |
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That's so cool, Robbo, I like what you are doing here, with these massive improvements you are making, it's going to help us all, and also your improve Saturn 7's final look |
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Hi Robbo, Thank you for all the hard work. Your APIv2 is putting icing on the Coppercube cake. Greetings Huffelduff |
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Thanks okeoke - will try that next time (following the Feature Code example on the right did not work). Cheers guys - yes, you can get good looking graphics even without PBR - get a shine effect by baking the normal map details into the texture plus its AO and roughness then use BumpMap material to get even more directional light shading effect. Not the same yet pretty decent I would say when compared to PBR rendering - and more performance also... |
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I remember someone previously suggested that you add glitched velocity's make object jump API, if i also remember correctly he gave you the permission and also the code, if possible please include that feature |
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Thanks Robbo. Does your shader work for WebGL? If not, please make one for that too. |
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Interesting thing is that when using a normal map in CC you are supposed to have mesh with tangents and binormals which requires a unique adjustment for that, when in fact I found its not needed at all as all default meshes in CC use a standard vertex setup without tangents. That's why any mesh can show these Bumpmap effects including animated meshes and now have found how to do it with CC terrains also....just using a different way to access the textures... So yes, should work on any platform like webGL. yes, Monks, was on my mind to add in that code from JIC also...will do soonish.. |
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