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Search found 442 matches Page 42 of 45
by Azaezel
Mon Feb 23, 2015 11:26 am
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 59422
http://i.imgur.com/ykWIO9x.jpg / http://i.imgur.com/TfSIQU2.jpg
https://github.com/Azaezel/Torque3D/com ... 6052d48096
Beat it up. Known Issue Notes: Still need to handle .dds files gracefully. *(FIXD. thanks mango)
by Azaezel
Mon Feb 23, 2015 4:10 am
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 59422
For the system in design, you could point the texture you're using for layer1 at the metalness slot and select alpha, yes. *******Always assuming this doesn't end up blowing up.
by Azaezel
Mon Feb 23, 2015 1:13 am
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 59422
So. 3 it is then. If were going the route of bypassing simple shadergen-based texture lookups anyway, going whole hog with the thing and tacking on one more thing that it's not built for. Scripted channel specifications. http://i.imgur.com/kO3oIUy.png General result should be the capacity to feed 2 ...
by Azaezel
Mon Feb 23, 2015 12:39 am
Forum: Beginner
Topic: Torque 3D! On a mac, is it worth the time?
Replies: 19
Views: 7678
To clarify, I said he was looking into the older opengl version support. (Macs have a habit of lagging behind opengl versions a bit with their driver support as I understand it.) The brand spanking new stuff may work out of the box.
by Azaezel
Fri Feb 20, 2015 3:34 am
Forum: C++
Topic: "Random" crashes
Replies: 16
Views: 6069
We use a ton of copy-construcors this end, since it's easier to isolate the relevant differences for a given player, weapon, or projectile, Got a list of differences?
by Azaezel
Thu Feb 19, 2015 10:17 pm
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 59422
Frontend wise, odds are 2 and 3 will end up looking the same, barring any particular organizational UI layout, since you'll still need to feed the interface file locations (not real big on mandating stuff like 'you must suffix this file with _r, _ao and _m or it won't know what to do'). Really the o...
by Azaezel
Thu Feb 19, 2015 8:16 pm
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 59422
Alright. So. Design contention time. It would seem at least a couple folks are unhappy with gba entries, and would prefer a different setup. 2 quick options, and a second pair that'll take more research. Options in order of probable time-to-implement: Option 1: stick with a combined packed map, shif...
by Azaezel
Thu Feb 19, 2015 6:04 pm
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 59422
One showed light though objects, the other shows objects through objects.
by Azaezel
Thu Feb 19, 2015 12:43 pm
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 59422
Translucency striped from deferred and pbr, AO mask added on the PBR end, Op updated to include a quick workflow writeup.
Search found 442 matches Page 42 of 45