![]() I’ll have to experiment with this and get back in touch with you. Worst case scenario, they’d be marked as incompatible. The only thing slowing me down is thinking how advanced features like parallax occlusion and texture tile distortion, which currently use texture coordinates to calculate all that stuff, would work in a world-space system. This has been one of my greatest wish-list features for the last few months. It will be like planar mapping the material that works cleanly over multiple meshes. It is possible to get this system to work the way you described: instead of using texture coordinates, I can tile everything using world coordinates. Simple UV sheets and BSPs work great for this system, and you can use the material on modular assets (say, an LED sign with light-up panels for lettering), but they won’t just tile seamlessly next to each other. You can disable the tile map and still make use of the color adjustment, tiling adjustment, and parallax settings (among many others), but you’d be missing a key feature of the system. You can see this happening more clearly when viewing the bricks in the example map: the texture, normal map, and masks tile perfectly together because the texture tiles exactly twice across,, but the tile map (the map beneath which generates the large variation) does not. Hi Martin Bean! Unfortunately, the system tiles by texture coordinates, so if you want to use the system on two assets adjacent to each other, the tile map values will not seamlessly tile across multiple assets. All further progress with this shader will be posted right here on this thread. I’m sticking to my initial promise of selling the system for $15, and it will be released on the marketplace tomorrow! I also have plans for further development with this shader, and I am experimenting with some new features. Whatever your needs may be, the Perfect Tile System provides a full-scale material package for you. ![]() And to help you get started, a PDF user guide is included with the package so you can make your own Perfect Tiling shaders with ease. It is surprisingly easy to tailor an existing preset’s colors and features to match your own needs. The system comes with 52 presets, a variety of textures, normal maps, displacement maps, masks, and tile maps to let you create your own presets right away. Mid-level support is also very strong, with features like iterative parallax which efficiently removes distortion from basic parallax, falloff blending to simulate grout occlusion at a very low cost, and a variety of dual surfacing options. ![]() The system can scale from low-end console to high-end PC hardware with support for parallax occlusion and tessellation. ![]() It was designed for architectural visualization and architectural surfaces for games. The Perfect Tile System is a material shading system built to handle large variations in tiles, bricks, wooden paneling, and much, much more. (Please watch in HD for clearer video and 60fps) ![]()
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