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Bumpmapping with a shader?
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Topic: Bumpmapping with a shader? (Read 848 times)
MenDAKE
Community Member
Posts: 402
Bumpmapping with a shader?
«
on:
October 15, 2007, 02:19:52 PM »
As far as I can tell it doesn't seem possible to use TV's bumpmapping as well as a shader. If I apply a bump map to a mesh it works fine until I also apply a shader (i.e a metal gloss), at which time the shader seems to override the bump map. Is there any way to do this or do I have to integrate the bumpmap into the shader itself?
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pizzayoyo
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Posts: 1320
Re: Bumpmapping with a shader?
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Reply #1 on:
October 15, 2007, 03:27:52 PM »
Whenever you apply a shader to an object, it overrides the internal TV shader that is applied. So if you overrided the shader on terrain, you would no longer be able to use texture splatting.
So, you must replicate whatever functionality you want to have that is normally in TV in your shader.
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MenDAKE
Community Member
Posts: 402
Re: Bumpmapping with a shader?
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Reply #2 on:
October 15, 2007, 07:36:38 PM »
Thanks for the clarification. One more question: Does TV have any type of built in cubemapping function that I'm not aware of, or does cubemapping need to be done via a separate shader?
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SylvainTV
Administrator
Community Member
Posts: 4479
Re: Bumpmapping with a shader?
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Reply #3 on:
October 19, 2007, 04:28:08 PM »
Sorry, only separate shaders can do that
The only environment mapping that is included in TV directly is Sphere mapping for meshes. But it doesn't look as good as cube mapping of course.
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MenDAKE
Community Member
Posts: 402
Re: Bumpmapping with a shader?
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Reply #4 on:
October 19, 2007, 07:26:40 PM »
Thanks for the clarification. I can get by with Shaders just fine, but out of curiosity are you planning to add an internal cubemapping feature at any point?
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