3 registered members (AndrewAMD, VoroneTZ, dpn),
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Key:
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Re: What are you working on?
[Re: Uhrwerk]
#440513
04/27/14 11:01
04/27/14 11:01
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Joined: Jun 2007
Posts: 1,337 Hiporope and its pain
txesmi
Serious User
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Serious User
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
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ups, did not try it. My previous experience did not really help me in these cases. Anyway I gived a try and it does what I supposed. The lines are so narrow... I finished the settings and I'm pretty happy with the result. It is very cheap because I compute the lod stage at the vertex shader and use it into a straight single mask sample. I added a camera height divider to the algorithm and it works now for every point of view around the playground.
// VS
outLod = ( abs ( outWorld.x - vecViewPos.x ) - 400.0f ) / ( 250.0f + ( vecViewPos.y * 2 ) );
// PS
float Mask = tex2Dlod ( MaskSampler, float4(inTex.xy,0,inLod)).r;
Salud!
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Re: What are you working on?
[Re: txesmi]
#440615
04/28/14 18:16
04/28/14 18:16
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Joined: Jan 2008
Posts: 353
grinseengel
Senior Member
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Senior Member
Joined: Jan 2008
Posts: 353
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Hallo, im Moment arbeite ich an einem postapokalyptischen Projekt. Hier mal ein erstes Bild: Gruß, Andreas
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Re: What are you working on?
[Re: Slin]
#440644
04/29/14 11:04
04/29/14 11:04
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Joined: Jan 2008
Posts: 353
grinseengel
Senior Member
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Senior Member
Joined: Jan 2008
Posts: 353
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Auffällig schlecht sieht sieht das kaputte Shading der Gebäude aus. In Blender zum Beispiel gibt es sowas wie den "Edge Split" modifier, wenn du den einmal auf deinen Gebäuden anwenden würdest, würde das alles gleich viel besser aussehen. So wie ich das sehe komm ich wohl um Blender nicht vorbei. Allerdings kennst du dich ja gut mit den Möglichkeiten von Blender aus. Wärst du bereit mir zu helfen? Ich würde dir mal ein Hausmodell zukommen lassen. Dann würde mich interessieren wie das dann durch die Änderung mit dem Blender aussiehtt.´ Gruß, Andreas
Last edited by grinseengel; 04/29/14 11:22.
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Re: What are you working on?
[Re: Superku]
#440647
04/29/14 12:51
04/29/14 12:51
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Joined: May 2009
Posts: 5,370 Caucasus
3run
Senior Expert
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Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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We should keep this thread in English to not be rude and separate the small community even more. +1
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Re: What are you working on?
[Re: 3run]
#440679
04/29/14 22:21
04/29/14 22:21
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Joined: Apr 2005
Posts: 3,076 Germany, NRW
rvL_eXile
3D Artist
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3D Artist
Joined: Apr 2005
Posts: 3,076
Germany, NRW
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@grinseengel... it isnt that complicated... Just import your Mesh into Blender, add an "edge split" Modifier to your Mesh, apply it and export the Model... Done... Image where to find this option: regards Sebastian
Tutorials: [Blender]Terrain creation ENG/GER [Blender]Low Poly Tree Modeling [GIMP]Create a Texture for Terrains CLICK HERE
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Re: What are you working on?
[Re: rvL_eXile]
#440696
04/30/14 06:48
04/30/14 06:48
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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hi, I'm just interested in the MDL related pipeline of latest Blender, can it import/export directly or what is the proper/recommended procedure? thanks. p.s. sorry for being a bit off-topic
Last edited by sivan; 04/30/14 06:49.
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Re: What are you working on?
[Re: sivan]
#440698
04/30/14 07:02
04/30/14 07:02
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Joined: Apr 2005
Posts: 3,076 Germany, NRW
rvL_eXile
3D Artist
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3D Artist
Joined: Apr 2005
Posts: 3,076
Germany, NRW
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Directly import MDL into Blender? Never heard about that... If i wanna import MDL Files into Blender (what isnt possible in my opinion), i import it into milkshape, export the MDL file as .obj, import into Blender, do what ever i want to do, export as FBX.
Tutorials: [Blender]Terrain creation ENG/GER [Blender]Low Poly Tree Modeling [GIMP]Create a Texture for Terrains CLICK HERE
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