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DarkBASIC Professional Discussion / Evolved Shaders and full dark scene

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The_Digger
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Posted: 6th Apr 2015 17:56
I have been reading and searching for days.
I am trying to use Evolved Normal or Parallax Mapping shaders.
My problem is, I want the areas the receive no light to actually be completely black/dark. The documentation is none existant and I cannot seem to find a value or anything that would allow me to control that.

Do I need to modify the shader itself?
The normal map texture?
What is it that controls the amount of ambience on the object when applying those shaders?

Thanks in advance.
Cescano
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Posted: 6th Apr 2015 19:25
I do not use the parallax shader but i do use the normalmap and relief map shader from evolved.

By the way just open the shader with a notepad, go on the second part of un-tweaks, the first parameter is Ambient, just set it to

float3 Ambient={0.0f,0.0f,0.0f};
The_Digger
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Posted: 6th Apr 2015 22:51
That is absolutely correct!
Thank you very much for the fast reply.

Since we are at it, would you say the Normal mapping is dramatically faster than the Parallax one?

Lets say on a scale of a few hundred objects.
revenant chaos
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Posted: 7th Apr 2015 00:30
The normal and parallax mapping shaders from Evolved's "MultipassLighting" contain a typo: The second section labeled as "un-tweaks" should labeled "tweaks" to indicate that they are able to be modified.

You can control those tweak-able variables from within your program using the "set effect constant XXXXX" commands. In this case, to control the Ambient color value you could use:
Cescano
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Posted: 7th Apr 2015 04:25 Edited at: 7th Apr 2015 04:26
Faster for sure but not "dramatically" as you said, the only way to reply this would make a test using one or the other, relief maps are heavier than both but is the best in quality terms.
In my game I use both normal and relief maps, there are some objects that don't need at all a relief map so a normal map would be fine, for example when texturing a character.
Relief maps could be useful for walls or some kind of pavements for example, if you have a stone pavement with low and high parts then could be usefull a relief map, if you have some inside pavement like most pavements used for houses, then they are almost completely flat, so a normal map would be fine
The_Digger
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Posted: 21st Apr 2015 13:25
I hate to bring this up again but I don't want to make a new thread about it.
I got my hands on the multipass version of the shaders and even though i got everything working great, figured out what everything does and how to change values through DBP, I think I am getting a bit greedy.

Reading through Evolve's site I found him mentioning shadows on the Advanced Lighting section. Played around a bit with that but it is simply too heavy for what I am trying to do. Too many things I do not need to use.

I would like to get the flashlight that is included in the shader to cast shadows while the rest of the point lights don't.
If understand correctly his Advanced Lighting suit does account for that but as i said it also includes a lot of things.

Is there a cleaner way to do that?
I thought about going through all of his #includes and trying to delete everything I will not use and end up with a stripped down version of the system but before butchering the man's work, I thought I might ask around.

Even thought about asking him directly but I am not sure how easy he is to reach or how he takes to such offers.
Green Gandalf
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Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 21st Apr 2015 23:36
Quote: "Even thought about asking him directly but I am not sure how easy he is to reach or how he takes to such offers."


I believe people find Evolved usually responds to sensible questions on his web site forum. What are you offering him exactly?

Quote: "Is there a cleaner way to do that?"


Cleaner than what? Sounds like the machinery you need is already there. Just needs tweaking as you suggest.



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The_Digger
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Posted: 22nd Apr 2015 02:02
Bad english. I meant requests. Can't imagine how many he gets from people like me.

By clean I mean, things take ages to load. I have been running every optimization I can find in the forums regarding loading times but the nature of my project requires a lot of object to be loaded and set up for lights.

Thank you for the reply though. I keep trying to figure how things work on my own, but as you probably understand sometimes it gets to the point that my head feels like it's going blow.

Considering the amount of threads concerning lights and shadows (and I did read through most of them) I was hoping that someone might had come up with a nice fast way of doing it.

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