How do you create custom shaders and environmental effects in T3D?
by Kory Imaginism · in Torque 3D Professional · 02/19/2010 (2:58 pm) · 4 replies
I was trying to apply a custom shader for an "lightning effect" in T3D, similar to:
www.youtube.com/watch?v=f6-H3AkNd6o (since it uses DX9, too!)
and was wondering if this is a good place to start:
[url]http://ati.amd.com/developer/gdc/2006/GDC06-Advanced_D3D_Tutorial_Day-Tatarchuk-Rain.pdf [/url]
Actually all the effects covered in this PDF, would be nice to see in T3D. So I was wondering if someone with more experience in the custom shader area would help me achieve this effect.
Thanks
KJ
www.youtube.com/watch?v=f6-H3AkNd6o (since it uses DX9, too!)
and was wondering if this is a good place to start:
[url]http://ati.amd.com/developer/gdc/2006/GDC06-Advanced_D3D_Tutorial_Day-Tatarchuk-Rain.pdf [/url]
Actually all the effects covered in this PDF, would be nice to see in T3D. So I was wondering if someone with more experience in the custom shader area would help me achieve this effect.
Thanks
KJ
#2
Plus some of the other effect I'm quite sure would have to be done using shaders.
I also noticed other game engines using DX9 have had success going with the shader method.
02/19/2010 (4:17 pm)
That would be a nice way to do it, but I wonder if a method using shaders would have a more professional look?Plus some of the other effect I'm quite sure would have to be done using shaders.
I also noticed other game engines using DX9 have had success going with the shader method.
#3
ati.amd.com/developer/techreports/2006/SIGGRAPH2006/Course_26_SIGGRAPH_2006.pdf
developer.amd.com/media/gpu_assets/Wenzel-Real-time_Atmospheric_Effects_in_Games...
thanks for any information
02/22/2010 (12:53 pm)
During my research I came across a couple of PDF's for applying environmental effects like: wet surface material, volumetric clouds and lightning, and other effect that would be awesome to see in T3D! My question is are this a good place to start? From talking with different shader experts, T3D render system is the key but I don't know enough about it. So if someone with more experience can "chime - in" maybe we can get a community project going to implement some if not ALL these effects.ati.amd.com/developer/techreports/2006/SIGGRAPH2006/Course_26_SIGGRAPH_2006.pdf
developer.amd.com/media/gpu_assets/Wenzel-Real-time_Atmospheric_Effects_in_Games...
thanks for any information
#4
developer.download.nvidia.com/SDK/10.5/direct3d/Source/Lightning/doc/lightning_d...
02/27/2010 (9:02 am)
Here is another whitepaper for lightning that maybe helpfuldeveloper.download.nvidia.com/SDK/10.5/direct3d/Source/Lightning/doc/lightning_d...
Associate Steve Acaster
[YorkshireRifles.com]
Couldn't you do that with a scriptObject that turns an animated light on at a source location (where the lightning comes from) which is synched to a thunder noise, and then turn it all off when the lightning strike is over?
If you're just doing things inside a building, you could just slap these lights around the windows and trigger them all enmasse.