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FPSC Classic Models and Media / Shader Help: Which shaders are the most robust?

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That Guy John
15
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Joined: 30th Apr 2010
Location: United States
Posted: 17th Nov 2011 17:27
I know the answers would be completely based on opinion and that is fine. I'd like to know what you all think.

Also, which shader(s) utilize the most texture maps? As in, diffuse, normal, specular, height, AO?

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bond1
19
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Joined: 27th Oct 2005
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Posted: 18th Nov 2011 01:43 Edited at: 18th Nov 2011 01:43
Shaders are only as good as the art you throw at them. Many of the shaders I've made use the the EXACT same shading algorithms that Valve uses, for example. Concentrate on how the textures work together, and you can get awesome looking results.

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That Guy John
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Location: United States
Posted: 19th Nov 2011 18:11
Thanks Bond,

Just to make completely sure I have it down right for FPSC to read the maps right....

Normal = _N

Specular = _S

Diffuse = _D2

Right?

And what would be the name extensions for AO and Height maps?

And Here Is A Penguin:
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uzi idiot
Valued Member
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Posted: 19th Nov 2011 18:40 Edited at: 19th Nov 2011 18:40
There are no shaders that use Ambient Occlusion or Relief Mapping yet.


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Design Runner
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Joined: 16th Oct 2010
Location: In my own little world.
Posted: 19th Nov 2011 22:22
I am quite lost when it comes to my maps and how different fpsc shaders use them. Each shader artist has a different system it seems. I know there is the diffuse, specular, illumination, gloss, height, AO, cavity, etc. This isnt really new to me. But the extensions are. It seems every shader uses D2 and D (which are the same texture, the diffuse, for some odd reason?) for diffuse. Then some use _S for specualr, while others use _I for specular. Then some use _I for illumination. _N is always for normal so far as I have seen. What is _R? specular, gloss? This is what makes me lost. I can create any type of map, I just don't know what to call them or which shaders use them.

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