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Materials and Shaders

 
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AWM Mars
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Joined: 06 Jan 2010
Posts: 1195
Location: Wilts England

PostPosted: Mon Feb 15, 2010 2:13 pm    Post subject: Materials and Shaders Reply with quote

I'm not sure if this is already implimented, and its in 2 parts.

When I load textures into my project, I see there are facilities to add layers. So far, I can only add a single texture and a colour together. This clearly excludes being able to use specular and bump mapping. I am also interested in learning the use of Displacement tools as well.

I have been using nVidia FX Composer 2.5 to create shaders and material files for my projects. To my knowledge (which is very limited), I believe you have to reference shaders using scripting (even more limited).

My goals are:
To use a good water material, where I can manipulate the water conditions using Behaviours within the platform I use. In the past I have used high polygon meshes, used moving textures and property modifiers to alter the scaling of the axis to simulate movement. It all looks very mechanical.

To have foliage that can be 'brushed' onto terrains, that have a low overhead as they reference a single file and use FOD (Feild Of Depth)/LOD to control quality over distance, probably via mipmaps.

It was probably never intended to develop DeleD to compete with rendering programmes, but keep it as the very good modelling programme it is. However, the process of exporting to other programmes and back, looses too much information/data, so is counter productive.
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