Jump to content

  • Log In with Google      Sign In   
  • Create Account


How do I implement multiple material in deferred shading?


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
6 replies to this topic

#1 SUN SONS   Members   -  Reputation: 148

Like
0Likes
Like

Posted 15 March 2013 - 09:48 PM

How do I implement multiple material in deferred shading?

Do you have some great solution?

Thanks!


Nothing is true, everything is permitted.

Sponsor:

#2 Steve_Segreto   Crossbones+   -  Reputation: 1508

Like
0Likes
Like

Posted 16 March 2013 - 12:33 AM

Isn't their an article on the web about doing this with 8-bits of one of your gbuffer's rendertargets?



#3 hannesnisula   Members   -  Reputation: 1007

Like
0Likes
Like

Posted 16 March 2013 - 02:10 AM

This was the second google result when searching for "deferred shading multiple materials" and could perhaps be of help. It has a link to another page from NVIDIA with more information. I just skimmed it through so I'm not sure it's exactly what you're looking for.



#4 SUN SONS   Members   -  Reputation: 148

Like
0Likes
Like

Posted 16 March 2013 - 02:45 AM

Isn't their an article on the web about doing this with 8-bits of one of your gbuffer's rendertargets?

Yes, But it's so terrible.

I want to present more material types in lighting stage, but I can't do that. One disadvantage of deferred shading is the limited amount of material types.


Nothing is true, everything is permitted.

#5 SUN SONS   Members   -  Reputation: 148

Like
0Likes
Like

Posted 16 March 2013 - 02:49 AM

This was the second google result when searching for "deferred shading multiple materials" and could perhaps be of help. It has a link to another page from NVIDIA with more information. I just skimmed it through so I'm not sure it's exactly what you're looking for.

Whatever. Thank you to answer my question. Thank you very much!


Nothing is true, everything is permitted.

#6 SUN SONS   Members   -  Reputation: 148

Like
0Likes
Like

Posted 16 March 2013 - 03:21 AM

This was the second google result when searching for "deferred shading multiple materials" and could perhaps be of help. It has a link to another page from NVIDIA with more information. I just skimmed it through so I'm not sure it's exactly what you're looking for.

 

Before that I was using the second method in that article, but I known some issue so that I shouldn't take this way.
Well, I have new idea as your help. Thank you.

Nothing is true, everything is permitted.

#7 JohnnyCode   Members   -  Reputation: 225

Like
0Likes
Like

Posted 18 March 2013 - 10:37 AM

deffered rendering demands one front pass, in which you fill the data to G buffers. Besides normals and position info, you can also fill in plain diffuse color, so I would render colors (materials) in front pass and have material pick logic in front shader. In deffered I would apply rest of shading that can be done on those data.






Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS