Pages: [1]
  Print  
Author Topic: Art x2 instead of bump  (Read 538 times)
cheb
Lesser Nub


Cakes 2
Posts: 103



WWW
« on: April 07, 2017, 03:21:14 pm »

I have this idea GNAWING at me since 2006, that I can't test by myself because my engine is just short of being ready to test it, for a *** decade.

(insert appropriate "arrrrgh" face here).

Anyways. Instead of bump mapping and stuff you use *two* classical hand-painted textures that you *blend* based on the angle between view normal and surface normal.
So that viewing surface face-on you see texture 0 and viewing it at sharp angles you see texture 1.

Simple, really, but should allow for interesting effects
The most simple case is when texture 1 is a copy of texture 0 with brightness reduced by 20%.
Then there could be more stuff, emphasizing edges in 1, making cracks darker & deeper in 0, drawing completely different highlights for metal parts - and so on.

I'd test it myself before proposing, but it itches, IT ITCHES SO BAD  Cry

And my engine is not compilable again, I tore down my line info parser because latest Pascal just can't generate dwarf2 without botching it horribly, they abandoned that mammoth crap in favor of stabs and oh god why oh why did I make that subsystem incompatible with the standard RTL modules and rely so much on dwarf2 which it turns out only works for Intel-32, whyyyyy :sniff: a. Cry
Logged

Imma lazy dreamer. I achieved nothing.
fromhell
Administrator
GET A LIFE!
**********

Cakes 31
Posts: 14470



WWW
« Reply #1 on: April 07, 2017, 04:41:11 pm »

I thought of this imethod when I assumed DOOM (D3 as it was known then) was going to do it this way back in 2000 when it was announced.  I think a couple PS2 games do this already
Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3653


Trickster God.


« Reply #2 on: April 08, 2017, 08:36:22 am »

Isn't this already achievable with detail textures or am I missing something?
Logged


"Level Designers are 1 part architect, 1 part artist, 1 part game designer, and 1 part beta tester!" Cliff Bleszinski
Want to contribute? Read this.
cheb
Lesser Nub


Cakes 2
Posts: 103



WWW
« Reply #3 on: April 08, 2017, 01:36:25 pm »

Uh, I meant both textures the same resolution.
Technically, I don't know. My knowledge of OA mechanics is very limited.
Logged

Imma lazy dreamer. I achieved nothing.
fromhell
Administrator
GET A LIFE!
**********

Cakes 31
Posts: 14470



WWW
« Reply #4 on: April 08, 2017, 06:31:24 pm »

You can already kind of do this with two stages, one with an alphagen specularLight and a blendfunc blend.
Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Pages: [1]
  Print  
 
Jump to: