Normal map generation using blender and processing org…
Normal map generation, using blender and processing.org. Read more here: Notes:Normal map generation.
Normal map generation, using blender and processing.org. Read more here: Notes:Normal map generation.
Editing ogre materials: Sublime Text: https://www.sublimetext.com/ Addon for ogre’s materials: https://github.com/TheSHEEEP/ST-OgreScripts
Ogre3d really deserves some attention to deliver its full potential. A good example is the management of different version of shaders in a single program. In the image here above, the graphical cards are very different: the laptop has a low-end integrated intel chipset, the workstation is working with a GTX 980. The supported opengl …
Working on a two passes material, the shadow pass being potentially added automatically in the material by enabling shadows. Here is how it looks: material two_pass_shadows { receive_shadows on technique { shadow_caster_material shadowscaster pass standard { ambient 0.0 0.0 0.0 1.0 diffuse 0.8 0.8 0.8 1.0 specular 0.0 0.0 0.0 1.0 0.0 emissive …
Juste pour vos yeux, le dump d’un matériau Ogre: PMaterial: group: General name: shadows_pssm_cube receive shadows: 1 transparency cast shadows: 0 size: 3862 techniques: 1 technique[0] name: scheme: Default lod index: 0 passes: 1 pass[0] name: 0 ** programs: vertex program: Shadows_pssm_vs fragment program: Shadows_pssm_ps compute program: shadow caster fragment program: shadow caster vertex program: …
Several hours of work later, the class PMaterial is fully integrated to PNode. This part has been tricky: materials and textures are shared objects, managed by managers below the objects. The approach is to create PMaterial on demand, when you call pnode.getMaterial, for instance. Once created, it stays in the pnode until you destroy it …
Preparation of a 3d model for skeleton example. The model is from Sophie Kahn and distributed by #additivism (their selection is really good!). Image of the model in the 3d additivism cookbook: First step was to reduce (a lot) the number of faces of the model ( around 75% ), generate a UV map and …
Chaise pagholz in blender, with @louise.