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Seperate Shaders
04-29-2008, 05:29 PM,
#6
 
oh yeah, totally. setting the uv coords to something greater than one. didn't think of that. i haven't tried to tile a noise texture before but it does seem like it would work out (hopefully on the diagonal-cata-corner line you wouldn't see any strangeness).

i was sorta thinking, at first to do that test with what already available in code at the moment, and the quickest way i thought of was a way-high res specular map to give an example of what i'm thinking of. and then wanted to see if you (and other programmers) think it'd be a good approach to get that sparkley rim look...also for metallic body colors, and maybe with an rgb specular map pearl coats and flip-flop colors.

if it does sound like a good idea then it could be a type of general purpose shader, that gets applied across a wide range of cars, parts, and tracks.

==
but anyways: i read your post on the front and figure all this stuff is probably back seat to the refactor. let me ask though, if i(we) should post all our big dream-feature requests to the refactor news post. so you can consider the implementation of those for the refactor...or if i(we) should make a forum thread for all that big dream stuff...or if i/we should keep out big mouth(s) shut and let you do your thing.
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Messages In This Thread
Seperate Shaders - by Ferrari_Guy - 07-20-2007, 03:02 PM
[No subject] - by kidrock - 07-20-2007, 03:04 PM
[No subject] - by joevenzon_phpbb2_import3 - 07-20-2007, 09:46 PM
[No subject] - by joevenzon_phpbb2_import3 - 04-29-2008, 01:57 PM
[No subject] - by zimluura - 04-29-2008, 05:29 PM

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