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#1 | |
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Trollipop
Join Date: May 2003
Location: Australia
Posts: 1,630
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Reading an interview on stalker I noticed this ( http://www.beyond3d.com/forum/viewtopic.php?t=12891 )
Quote:
Does anyone have any other clue on how this could be done?
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Trolls find me soo tastey :P |
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#2 |
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Tea maker
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,382
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Much easier - you have a texture that determines the material type, say 0=>shiny metal, 1=>corroded metal (or wood or grass), and use that to interpolate between two material calculations.
Extensions are left as an exercise to the reader.
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"Your work is both good and original. Unfortunately the part that is good is not original and the part that is original is not good." -(attributed to) Samuel Johnson "I invented the term Object-Oriented, and I can tell you I did not have C++ in mind." Alan Kay |
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#3 | |
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Trollipop
Join Date: May 2003
Location: Australia
Posts: 1,630
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Quote:
__________________
Trolls find me soo tastey :P |
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#4 | ||
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Tea maker
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,382
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Quote:
Have a think what it would actually mean to have the material change per screen pixel as opposed to something locked to the surfaces of objects. It'd be chaotic. Oh! I wonder if they are trying to do some of the effects that modifier volumes in CLX2 (DC) could provide? That could choose between 2 different materials on a pixel by pixel basis depending on whether an object was inside or outside volumes <shrug>
__________________
"Your work is both good and original. Unfortunately the part that is good is not original and the part that is original is not good." -(attributed to) Samuel Johnson "I invented the term Object-Oriented, and I can tell you I did not have C++ in mind." Alan Kay |
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#5 |
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Senior Member
Join Date: Feb 2003
Location: Sheppey, UK
Posts: 1,439
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You could just use a deferred lighting system with a stencil modifier volume.
Render the scene with screen per-pixel material (though presumebly comeing from a per-texel or per-vertex material channel). Then render a stencil volume ala shadow system, then change the material index inside the volume (you would need to organise your material so a simple add changed them in the same mannor, i.e. +100 makes things old and rusted). Then do the lighting calcs, I had a demo which mixed realistic and a basic toon shader in this manner... |
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#6 | |
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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Quote:
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April 20, 1979 - America must never forget. |
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