Detail textures
Will the new shader system allow us to have detail textures on regular textures? Or will it be limited to terrain textures only? It would be a alternative for textures where a bump map wouldnt look good, like on cloth. Now lets just say the answer to the above question is yes, is it possible to have a material with bumpmaps and a detail texture? I cant say I've ever seen this done anywhere.
The answer is no and yes
No > because there is no support so far.
Yes > the material system is based on maximum flexibility, so if you need such a solution, it is of course very easy to implement.
So the main answer is "Yes"
You can create all combinations of materials you want, if you code the specific shader.
Carsten will support a few basic shaders, so you can have a look at them and code some new if needed.
No > because there is no support so far.
Yes > the material system is based on maximum flexibility, so if you need such a solution, it is of course very easy to implement.
So the main answer is "Yes"
You can create all combinations of materials you want, if you code the specific shader.
Carsten will support a few basic shaders, so you can have a look at them and code some new if needed.
The new shadersystem is having some sort of a hierarchy
1. basic textures > all kind of images you want to use as a texture
2. cmat file > A textfile that is similiar to the Doom3 system. You describe what material is made of texture(s)
You can also use features like panning or pulsating a specific texture and some other special flags like "noshadow) etc.
3. shader > Every material will have slots like bump,normal diffuse , another shader will control materials using only diffuse,bump and luma and so.
The techdemo will ship with some shaders, same for the default walls, floor, some water and maybe some other stuff. Creating new shaders will require c++ knowledge, but you can code whatever shader you want
However this is not a very detailed explanation since Carsten is concepting/coding all this
So here is some text from the new Matshader pdf, that is still unfinished and so, not yet released.
1. basic textures > all kind of images you want to use as a texture
2. cmat file > A textfile that is similiar to the Doom3 system. You describe what material is made of texture(s)
You can also use features like panning or pulsating a specific texture and some other special flags like "noshadow) etc.
3. shader > Every material will have slots like bump,normal diffuse , another shader will control materials using only diffuse,bump and luma and so.
The techdemo will ship with some shaders, same for the default walls, floor, some water and maybe some other stuff. Creating new shaders will require c++ knowledge, but you can code whatever shader you want
However this is not a very detailed explanation since Carsten is concepting/coding all this
So here is some text from the new Matshader pdf, that is still unfinished and so, not yet released.
In general, the MatSys is a collection of Renderers. A renderer is a library of computer
code that handles all rendering tasks of Ca3DE for a specific graphics platform.
Also CaWE and all other graphical tools that come with the Ca3D-Engine employ the
Material System for their rendering. For example, there is a renderer for OpenGL 1.2, a
renderer for graphics boards with NVidia NV2X (and higher or compatible) GPUs, one
for NV3X (and higher or compatible) GPUs, one for ATI Radeon 8500 (and . . . (you
get the idea)) GPUs, and so on. These renderers are currently all OpenGL based, but
in the future it will be easy to add renderers for DirectX, software rendering, consoles,
etc. All renderer modules are “physically” located in the Renderers subdirectory.
After program start, each program that employs rendering via the Ca3DE MatSys
usually first looks into the Renderers subdirectory for all available renderers. Then, it
either picks a specific renderer, or it selects whatever it considers to be the best renderer
automatically, or it offers the user the choice over which renderer he wants to employ.
This process is simple or even fully automatic from the users perspective, and aided by
the fact that each renderer is capable to determine autonomously if it is supported on
the current computer and graphics system, and how well it compares to other available
renderers with respect to quality and performance.
Re: Detail textures
Hello Scott, hello all!
I'm back home now, and will now of course continue Ca3DE development full steam ahead.
First: Kai, thank you very much for already providing detailed answers to Scotts questions. There is not much left for me to say:
As Kai already pointed out, the new MatSys will be very flexible in this regard -- implementing even detail bumpmaps (as seen in some of the NVidia demos) later is no problem either.
I'm back home now, and will now of course continue Ca3DE development full steam ahead.
First: Kai, thank you very much for already providing detailed answers to Scotts questions. There is not much left for me to say:
Yes.scott wrote:Will the new shader system allow us to have detail textures on regular textures?
No. For terrains, I'll provide a detail textures shader right from the start that can equally be applied to arbitrary other surfaces, too.Or will it be limited to terrain textures only?
As Kai already pointed out, the new MatSys will be very flexible in this regard -- implementing even detail bumpmaps (as seen in some of the NVidia demos) later is no problem either.
Yes.is it possible to have a material with bumpmaps and a detail texture?
Best regards,
Carsten
Carsten
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