Search found 17 matches

by TSM
Sun Aug 03, 2008 6:26 am
Forum: Showcase
Topic: SSAO [Screen Space Ambient Occlusion] Demo + Source
Replies: 141
Views: 66092

From an artistic view, if you turned down the AO effect by 50+% it would look much more realistic.

For example

http://www.projectoffset.com/blog.php?id=83
by TSM
Mon Jun 23, 2008 3:41 am
Forum: Showcase
Topic: SSAO [Screen Space Ambient Occlusion] Demo + Source
Replies: 141
Views: 66092

Any way to minimize the AO at the intercepts between the geometry (walls) ?
by TSM
Mon Jun 23, 2008 2:33 am
Forum: Showcase
Topic: SSAO [Screen Space Ambient Occlusion] Demo + Source
Replies: 141
Views: 66092

Great job null. I find it amusing how you`re a watchdog on your threads (quick responses are always great!). :P I'm generally a lurker here on Ogre - since I was investigating it for a rendering engine (but sucked up for C4, which has a terrible rendering engine ... well not terrible but not robust ...
by TSM
Wed Jun 18, 2008 11:15 pm
Forum: Back to Basics
Topic: Normal Map 'streaking' problem.
Replies: 5
Views: 1000

Hahaha, oh snap. That's hilarious. You`re both totally right. My bad, thanks for pointing that out. Just one of those days! >< I'll post back with the results. (by the way, normalizing technically does what? I know it makes each vector(?) the same length, but does that mean it's all equal to say one?)
by TSM
Sun Jun 15, 2008 4:59 pm
Forum: Back to Basics
Topic: Normal Map 'streaking' problem.
Replies: 5
Views: 1000

What do you mean? I know it doesn't look right. ;)
by TSM
Thu Jun 12, 2008 7:55 pm
Forum: Back to Basics
Topic: Normal Map 'streaking' problem.
Replies: 5
Views: 1000

Normal Map 'streaking' problem.

Hey guys, I'm learning HLSL and I've ran across a problem when implementing detail normal maps (detail diffuse works though <shrug>) Here's the pixel shader float4 p(v2p In, uniform float4 lightColor) : COLOR { /*** Custom UV Texture Coords ***/ float2 DetailN_UV = In.uv * DetailN_Tile; // Texture U...
by TSM
Fri Mar 03, 2006 8:32 pm
Forum: Artists & Content Creators
Topic: 3d max 8 exporter
Replies: 12
Views: 1482

Okay,

Good, everything looks fine now. Though knowing me something will end up horrible due to user error.


Also, I looked at the wiki, and I think it said that Ogre supports "soft shadows." Making sure... Does it support "soft shadows?" .. I might want to specify, soft shadows using SM 3.0.
by TSM
Fri Mar 03, 2006 7:26 pm
Forum: Artists & Content Creators
Topic: 3d max 8 exporter
Replies: 12
Views: 1482

Thanks for you time - All of you.

I will look at that, and if I still have issues, I will come back.
by TSM
Fri Mar 03, 2006 7:18 pm
Forum: Artists & Content Creators
Topic: 3d max 8 exporter
Replies: 12
Views: 1482

No, I just got done reading half the threads over at the Ofusion forum. All were quite helpfull. Before I posted this thread, I took a peak at all the threads that were realitive to mine. But none were specific to my issue. If I have missed something, or you feel I have wasted your time, please give...
by TSM
Fri Mar 03, 2006 7:12 pm
Forum: Artists & Content Creators
Topic: 3d max 8 exporter
Replies: 12
Views: 1482

Does the Ofusion viewport support real time shadows? Without using a lightmap?


Also, why is the exporter in the download section only max 5 - 7?
by TSM
Fri Mar 03, 2006 7:00 pm
Forum: Artists & Content Creators
Topic: 3d max 8 exporter
Replies: 12
Views: 1482

The max exporter I downloaded from Ogre3d.org's website didn't work, it only worked for max 5-7.

What's the difference between Ofusions and Ogres?
by TSM
Fri Mar 03, 2006 6:49 pm
Forum: Artists & Content Creators
Topic: 3d max 8 exporter
Replies: 12
Views: 1482

You got it.

I need to export my models / textures, then import them into the ogre engine.
by TSM
Fri Mar 03, 2006 6:23 pm
Forum: Artists & Content Creators
Topic: 3d max 8 exporter
Replies: 12
Views: 1482

3d max 8 exporter

Slighly confuzed here. I googled for an Ogre Max 8 exporter, and It came here (Obviously...) and I read in the release notes that the exporter at the downloads selection supports Max 8, however, when you try to install it and read the install.txt... it only has notes for max 5-7. I'm sure this has b...
by TSM
Mon Feb 06, 2006 7:59 pm
Forum: Help
Topic: OGRE and normalmaps / parallax maps
Replies: 8
Views: 1136

I am not a coder, simply a 3D artist / texture artist. I came here mainly to ask on how to implement that texture into the engine, does a tool need to be written? Also, if there are any online tutorials or some here that could show me how to effectivly make detailed parallax maps that would be great...
by TSM
Mon Feb 06, 2006 3:18 am
Forum: Help
Topic: OGRE and normalmaps / parallax maps
Replies: 8
Views: 1136

sinbad wrote:Read the example material scripts to see how it's done.
Where is this?
by TSM
Sun Feb 05, 2006 10:35 pm
Forum: Help
Topic: OGRE and normalmaps / parallax maps
Replies: 8
Views: 1136

Why are all the picture broken on that thread?
by TSM
Sun Feb 05, 2006 9:33 pm
Forum: Help
Topic: OGRE and normalmaps / parallax maps
Replies: 8
Views: 1136

OGRE and normalmaps / parallax maps

How does this engine use them? And how do I implement them?

Thanks