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noaktree

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Shaders are now fully integrated into the material editor. Most of the shaders that you see below took mere seconds to create. This is due in part to the many easy-to-use templates included with the editor. The first picture shows a teapot wearing two materials. The basic material is just a standard Gouraud Shading. The shader material is a per pixel diffuse toon shading which borrows the basic material's diffuse color. This is of course dependant on whether the model has a basic material applied.

You will notice that in the bottom right shader display window, the shader material is applied to a sphere. The shader material displayed in this window receives the current basic material shown in the window directly above it. This allows the user to see how a specific shader material might look when combined with a particular basic material simply by scrolling though a list of basic materials. All updates happen "on-the-fly".



The next image displays two chapels captured from the main model view of the material editor. This was done to show them at "normal" size and to compare them side by side. The church on the left has only a basic material with a single texture applied. The church on the right has the same basic material applied as well as a dot3 normal mapping shader. The shader borrows from the basic materials texture resource for the color mapping. This ensures efficient resource management on a model-to-model basis. Of course the shader can load and use its own color map no matter if the basic material is present or not. The overall system is quite flexible depending on the user's needs.



Keep in mind that if the basic material is applied with the shader then the model is more likely to look presentable on a wider range of systems. If the shader is not supported by the GPU then the basic will be used.

Another thing I added was default shader resources. These allow the user to access built in resources while creating shader materials. There are currently default resources for toon, cube, color, and normal maps. Next I'll add save capability as I continue to expand the DESM format. Also, as previously mentioned, I'll need to put together some glow demos so I can figure out the best way to integrate these into the system. From the user's perspective it'll probably be as easy as throwing a switch in the material editor.
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Hmmmm... Still no comments... Either I pissed everyone off or you're all so amazed that no words come to mind. I'll assume the first. I better get more than screens up here before you all start thinking I photoshoped the damned thing.

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[lol]
Don't be in a hurry, I read your post shortly after it was added. But I didn't have the time to write something thoughtful, so I opted to wait until I can.

In my current non-thoughtfulness, all I can say is: Great work, keep it up. But that comes out a bit "generic" - That's why I prefer to wait until I'm into writing something [smile]

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