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Ideas for 3D preview #23
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In which case (static light, static camera, ability to rotate cube) user will not have any opportunities to see how looks not illuminated sides of the cube. I think, rotating camera using mouse around static cube with static light, would be the better way. Though it's technically harder. All the features about influences of particular maps are on point. But before taking care of it i'll enable influence of specular map, that's won't take long. So after i can make these features for all the generated maps.
i've just read about this technique, and will be interesting to try it. But likely after other items on this list. |
Hello =)
I don't want to complicate project too much, but hardcoding this part doesn't seems good idea. |
Hm, I thought the brightness of reflection is controlled only by the pixels in the specular map (0 -> no reflection, 1 -> full reflection).
Another note: do you plan to take the fresnel effect into account for the specular shading? It's not something we have to do right away, but since most renderers today are using physically based shading it would be useful if the preview takes that into account, too. |
So it's basically the roughness? |
Looks a bit like it, but I'm not sure. |
Thank you for example. Yea, it looks close. |
For now we can also add a slider for it. |
I pushed a commit to display an error message when the shaders failed to compile. |
That caused, but seems like it's fine for now. |
The difference is very strong here because of the flat shading. |
Your last images look very different in lighting, notice how there are very bright faces in the top image, but only dull grey in the bottom image. I think there's a bug in the normalmap apply code somewhere, maybe some vector transform is wrong. Another thing I noticed: If I understand it right we are currently using the normalmap only for diffuse lighting, right? This tutorial could be helpful: http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-13-normal-mapping/ |
That's correct. I'll try to fix it in few hours. |
I saw your latest commits, great stuff. |
Thanks! |
After searching a bit longer, I found a tutorial that explains the syntax pretty good: http://www.lighthouse3d.com/tutorials/glsl-tutorial/glsl-core-tutorial-index/ |
Hello there! How is it going with smooth shading? maybe can i help? |
Sorry, the last days were busy so I could not work on this project. If you like you can start yourself. |
I probably will make camera control next. Was just asking if i could help you with opengl and shaders stuff :) |
Thanks, I'll ask if something comes up. But until wednesday next week I can't do much because I'll be travelling. |
This is a collection of ideas and possible features for the 3d_preview branch.
Usability:
Show a message when OpenGL 4.x is not supported by the systemDone: 55e80feNavigating with WASD and moving the light with IJKL is overly complicated in my opinion. I think it would be enough if the user can rotate the cube with the mouse, camera and light don't need to be movable.Done.Rename "partition frequency" to "mesh resolution"Done.Features:
It should be possible to disable the influence of each map (for example to study only the normalmap influence without any displacement)Done.The preview should start when the first map is generated, it should not require all three mapsDone.I think the background should be black or grey, because currently it doesn't match the lighting in the scene (there's no purple environment light as far as I can tell)Done.Bugs:
When a new image is loaded, the old maps are still used in the preview (they are only replaced when new maps are generated)Done.There are huge differences in lighting between enabled and disabled normalmap, maybe there's a bug in some vector transform?Done.The text was updated successfully, but these errors were encountered: