Renderer bells and whistles

Published March 31, 2016
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Hello again,

Updated my lightmapper to bake full indirect diffuse as opposed to only an ambient occlusion term. It now also captures a viewpoint dependent occlusion mask that lets the environment cast a silhouette onto any reflective surfaces:

SMW.png

Also added a 'bias & gain' option to the multitexturing interface that lets you shift the gradient ramp and contrast of vertex map masks. This makes them usable as e.g. damage/wear maps, even with their lo-res nature:

Mailboxes.png

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10 likes 2 comments

Comments

riuthamus

Very cool, looks great man.

April 01, 2016 05:05 AM
AlanSmithee
Indeed, looks great!
April 01, 2016 09:51 AM
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