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Thread: Textures and Shaders and All That Jazz

  1. #1
    Hydraulic Druid is offline New Member
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    Textures and Shaders and All That Jazz

    (sorry if I've put this on the wrong board; I'm not sure which one should be used for stuff like this)

    Now that we're using the nifty-sounding Crysis engine, is it possible to map different textures to different channels on the same object, as it is in programs like Blender or Maya or whatever?

    In other words, I'm wondering if, rather than just one texture on (for example) a sabre (come to think of it...I'd better redo that particular texture redone pretty soon), something like this would be possible (or practical):
    • ordinary texture: colours and stuff[/*:m:46jodxi6]
    • normal map (separate texture): realistic scratches or whatever[/*:m:46jodxi6]
    • (maybe) reflection map (another texture): metal bits reflect or look shiny, other bits don't[/*:m:46jodxi6]

    (more to the point, does the Crysis engine do real-time reflection on arbitrary objects, or is that still too difficult for graphics cards? I've seen screenshots of reflective water, but...)

    I'm thinking of how much better multiple-textures-in-different-channels look in non-real-time graphics, but I'm never quite sure if there's enough processing power around to easily handle that in real time...and it could get pretty heavy on video memory as well...

  2. #2
    General Naga's Avatar
    General Naga is offline Director/Founder
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    Re: Textures and Shaders and All That Jazz

    I'm sorry that I can't give you a proper long respond right now because I have to dash out.

    Crysis can handle the following maps:
    • Diffuse
      [/*:m:248aid9q]
    • Bump
      [/*:m:248aid9q]
    • Spectacular[/*:m:248aid9q]
    It can also handle such properties such as opacity and up to a 32 multi-material. In the Sandbox2 materials editor you basically have less powerful 3ds materials editor. As I haven't spent much time on textures in Cryengine yet I can't tell you much more without looking it up but that's the basics.

    Do you want to reapply to join the team then? Your old application effectively timed out after I didn't hear from you for a while. But your welcome to try again.

  3. #3
    Halfdark is offline Senior Member
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    Re: Textures and Shaders and All That Jazz

    The crysis engine *does* support separate layers for colour mapping, normal mapping, and reflection mapping (it's not a reflection though, it's shinyness) just as in bf2142. I don't know how it's done, but it does it.

    Word, homedog.
  4. #4
    Hydraulic Druid is offline New Member
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    Re: Textures and Shaders and All That Jazz

    Aye, I think I would like to reapply...my only worry, of course, is I'm not sure yet how much time I'll have to work on it in September (and later), when sixth-form starts. I might not be much use then.

    But oh well, as they say.

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    General Naga's Avatar
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    Re: Textures and Shaders and All That Jazz

    I've sent you a PM with more details.

    Back on topic is this the info you required?

  6. #6
    Hydraulic Druid is offline New Member
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    Re: Textures and Shaders and All That Jazz

    Yes, that answers my question nicely - thanks everyone.*

    It sounds like layer'd textures should work pretty well: an end to strange-looking bits with not quite the right lighting in bevelled portions of textures, for a start...

  7. #7
    Nadanova is offline Senior Member
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    Re: Textures and Shaders and All That Jazz

    Good to see you back with us mate...

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