Jump to content
  • Advertisement

mireazma

Member
  • Content Count

    9
  • Joined

  • Last visited

Community Reputation

113 Neutral

About mireazma

  • Rank
    Newbie
  1. mireazma

    Smooth (as in blur) faces in modeling software

    Thank you both. Edge bevel won't do what I'm after. Kryzon, I had my mind set on smoothing the normals and it didn't occur to me the obvious fact that smoothing verts would in result accomplish exactly what I want. You are right, it was there in the docs all along and it's even possible that I have used "smooth" before but didn't click I could use it for this purpose. Mea culpa!
  2. mireazma

    Smooth (as in blur) faces in modeling software

    I can't see my own uploaded picture or any avatars for that matter. I don't know if you guys are seeing the picture but I can't fully edit my original post to upload another pic, hence this second attempt-post.
  3. I use Silo and Wings. Imagine blurring in 2D art. Now how do you it with 3D elements like verts, edges, faces? For example you have some adjacent faces each pointing in slightly random directions. I want to rotate the selection of faces so that their normals start to point more like in a flowing way rather than vary more randomly. Like each face normal tends to get close to the average of the neighbor faces normals but not all the way to the very average. Note that I don't want to mess with the normals themselves. I want to transform the verts/edges/faces themselves so that the lighting is smooth and the normals obey the verts transformation. Case: I have a model and upon smoothing, there are some "hardness" left at some edges.
  4. mireazma

    mapping clarifications help?

    Wow! Thank you very much, Scouting Ninja for the explanations. Much to learn from your reply. Until now I've mistaken albedo for color/diffuse map and a few other confusions. TBH the model looks great as it is in the middle; in my project I wouldn't ask anything more from the model, as it is in the far right. Now of course it depends on close to photorealistic someone wants his models :) Merry Christmas!
  5. Hello. First, I didn't post on the beginner section thinking that was more generic and I looked for a more specific section. I've been searching on the web for weeks on shaders, lighting models and different maps like diffuse, normal, cavity, height, specular, gloss, AO, displacement, emissive, I hope I didn't forget any :P I have problems in understanding a few subtle issues so if somebody could explain them it would be great, don't waste your time too much, just a few lines:   1. AO map (for static geometry) I know what it is and how to generate one. I'm not sure how it's used. I've seen shaders use it as a separate map but the problem is why not merge it into the diffuse map, since all it does is just darken the light?   2. Specular map and gloss map difference in purposes I've read dozens of explanations and saw pictures but none really crosses the t's. Imagine a little puddle on the street and dozens of people passing by and still none of which never stepping in. It's possible. So what I know: I don't know if using environment mapping vs. a simple light matters. Specular is 8 bit grayscale and denotes how shiny is the respective pixel, from a matte black all the way to the most polished white. Most polished = mirror. What's the purpose of the gloss map then? I've read in multiple sources that the gloss map black/white is how large/little the light appears. In other words, how... polished the surface is? Isn't the specular map filling this part -- smoothness/polish degree? Otherwise, not using a gloss map, what does white on specular map mean/show? A semi-glossy surface? Do they both describe the same surface characteristic -- shininess but one starts from matte to shiny and the other goes on from shiny to mirror-like? If this is the case, then why not using one, less precise, map? I'm really confused (as you can tell).
  6. mireazma

    cross shader

    I'm planning to use only 1 VBO and VAO for all the assets in the game. Thank you. You are very clear about parallelism, draw calls and VBO. I decided that I go with separate star textures, pre-crossed. I also thank the others.
  7. mireazma

    cross shader

    Thank you for replying. I wasn't clear about it -- It's 2D, a sky as seen from below, which could spin (you/camera in fact). The idea is to use only 1 large texture that would contain all the stars, already at their positions, like a transparent starry sky. So no multiple drawings, i.e. for each star, but only one for the whole large texture. If I draw the stars each with its own texture and quad, even if I draw the "cross" in a shader, I don't benefit of parallelism, as the stars are drawn sequentially. On the other hand fragmenting the texture in multiple stars, each on its own texture, saves me memory in that I won't need the "void" space around the stars in the large texture. About the blur shader I meant I have to create the star rays/spikes starting from the original point-like star and this for each star i.e. bright point (1000) on the sky texture. In the first place I thought I could make the sky texture with pre-crossed stars but if I rotated the sky the crosses would of course rotated as well. But they have to keep their orientation. I hope I was clear.
  8. mireazma

    cross shader

    Hello. Can you guys give me a direction where to get assistance about making a specific shader?   I want to make a starry night sky from 2 separate textures: 1 for the sky background + 1 for the stars. The stars texture is 90% empty, as in RGBA(0, 0, 0, 0) and only have scattered white points or little blobs as stars. I need an idea about how to make a shader for the stars texture to draw a cross for each star (horizontal/vertical spikes). The idea here is whenever camera is rotated the crosses stay unrotated. One alternate way is to just have a pre-crossed star texture and draw it multiple times at different locations over the already rotated background. But with 1000 stars I'm afraid it's not going to be very economical. And I want to take advantage of the shader parallelism. The shader would probably be something like the simple blur shader. I'm saying this because I guess it should "smudge" the points (original stars) upwards, downwards, left and right. But I have no clue as to where to begin.
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!