GordonHalfman
Scholar
- Joined
- Nov 5, 2011
- Messages
- 119
I'm playing around with implementing this 2.5D lighting/occlusion system that's come up a few times:
http://www.youtube.com/watch?v=-Q6ISVaM5Ww&feature=my_liked_videos&list=LLkg52CRW3YmT58ZoZwoBFmQ
Writing the shaders doesn't seem difficult, the problem is at the moment I'm only able to test the principle with hard coded values for the height/normal map.
In the info the guy says he creates the maps using 3ds max:
"then a normal map for it is rendered in a similar manner, using a special material which calculates the world-space normal vectors of every pixel and finally a proportionate height-map (again, world-space rather than screen-space) is rendered. "
I'm only just slowly learning max, does anyone know how he manages to do this, how this special material is created? I'm not sure what technique he is using, it doesn't seem possible to do this with the standard render elements options.
I don't know the psychology of the developer but by special he probably means an additional material with a unique purpose. just like special sauce or special ingredients rarely are unknown materials. its a spice, or pot or maybe napkin with the special purpose of flavour enhancement.
The other clue is his worldspace claim.
Look of all things it may be.
http://i.imgur.com/NQOR0.png
http://i.imgur.com/MZOxQ.png
http://i.imgur.com/rHU3r.png
If the material counts for something, think light properties. If there are actual calculations maybe raytrace bitching?
Cheers prosper
Anyway it turns out my google-fu is restored today and I found this guys plugins:
http://www.ylilammi.com/BerconGradient.shtml
Which look to do the job pretty handily.