Search found 371 matches

Search found 371 matches Page 29 of 38
by marauder2k9
Sun Mar 12, 2017 12:19 am
Forum: Rendering
Topic: Weird Point Light Shadow Glitch
Replies: 13
Views: 6745
Image

Shadows look really nice elsewhere just when ur standing in the middle of where the point light is placed
by marauder2k9
Sun Mar 12, 2017 12:12 am
Forum: Rendering
Topic: Weird Point Light Shadow Glitch
Replies: 13
Views: 6745
Image

Anyone got any ideas as to why this is happening?

I should say i increased the pre-taps in advanced lighting to 20 with closer poisson disks and it gives nicer edges to the shadows but i think this was happening before i did that too
by marauder2k9
Sun Jan 10, 2016 4:26 pm
Forum: Content
Topic: Theora Video seems zoomed in
Replies: 19
Views: 10170
can u post a screenshot
by marauder2k9
Tue Nov 24, 2015 3:10 pm
Forum: Rendering
Topic: Splatmap resolution?
Replies: 10
Views: 6642
do u have an example of what it should look like?

This looks to be caused by the base tex size, when u zoom out so far torque uses the terrains basetex as the texture u see on screen, instead of up close detailed textures
by marauder2k9
Wed Nov 18, 2015 3:00 pm
Forum: Beginner
Topic: [c++] Helps to novice
Replies: 6
Views: 3441
what version of dx are u running? and what version of the sdk did u download?

are u using NVidia Physx? or are you using torque physics in the project manager?

what modules are u using for the generation of the project?
by marauder2k9
Fri Oct 30, 2015 10:13 am
Forum: Rendering
Topic: Water foam texture?
Replies: 11
Views: 6621
are u looking for foam around the edges or white caps on waves?
by marauder2k9
Fri Oct 30, 2015 9:56 am
Forum: Show-off
Topic: TorqueLab - Revamped Torque3D editor (under development)
Replies: 92
Views: 49736
I'd made a passing mention of it in the 3.8 announcement blog as a goal for 3.9, but the plan is to start work on a node-based material/shader authoring interface and an updated shadergen. I'd gotten started on the node-graph ui stuffs, most of the work is trying to figure out exactly how to design...
by marauder2k9
Thu Oct 29, 2015 2:05 pm
Forum: Show-off
Topic: TorqueLab - Revamped Torque3D editor (under development)
Replies: 92
Views: 49736
no i mean u would already have a range of hlsl files already made that do simple tasks, the gui element would then create the cs file that joins them together to create different results, for example the way blender works its materials in cycles. u have nodes that are actually shaders linked togethe...
by marauder2k9
Thu Oct 29, 2015 12:09 am
Forum: Show-off
Topic: TorqueLab - Revamped Torque3D editor (under development)
Replies: 92
Views: 49736
ill be honest i dont even think shader authoring would be the best description, shader authoring is already known as writing out the actual shader itself
by marauder2k9
Wed Oct 28, 2015 11:56 pm
Forum: Show-off
Topic: TorqueLab - Revamped Torque3D editor (under development)
Replies: 92
Views: 49736
we need a gui shader authoring solution And what that do exactly? :) I haven't do anything about shaders yet but it's in my plan to examine what could be done. I find it hard as now to figure what shaders can be used and how to use them... There's the PostFX manager with few PostFX shaders options,...
Search found 371 matches Page 29 of 38