Procedurally generating shaders
by Dave · in Torque Game Engine Advanced · 01/06/2006 (9:36 am) · 2 replies
Hi,
This quote from the TSE product page indicates to me that there should be some sort of editor interface for generating shaders (note "does not rely on programmers").
"Data specified in Materials is used to procedurally create the shaders necessary to render the different materials. This is a very powerful system because it does not rely on programmers to create the shaders. It is an art/designer driven process."
Is this correct. Is there some place in the editors that I can go to select various material properties and generate a shader? Or am I misinterpreting this?
Thanks,
Dave.
This quote from the TSE product page indicates to me that there should be some sort of editor interface for generating shaders (note "does not rely on programmers").
"Data specified in Materials is used to procedurally create the shaders necessary to render the different materials. This is a very powerful system because it does not rely on programmers to create the shaders. It is an art/designer driven process."
Is this correct. Is there some place in the editors that I can go to select various material properties and generate a shader? Or am I misinterpreting this?
Thanks,
Dave.
About the author
#2
Looks like some coding then!
Cheers,
Dave.
01/06/2006 (9:52 am)
Thanks JC (no relative to the one from Nazareth I suppose :-) Looks like some coding then!
Cheers,
Dave.
Torque 3D Owner J.C. Smith
new Material(OrcBlades)
{
baseTex[0] = "~/data/shapes/player/orc_ID5_blades";
cubemap = WChrome;
glow[1] = true;
emissive[1] = true;
pixelSpecular[1] = true;
specular[1] = "0.5 0.5 0.5 0.5";
specularPower[1] = 32.0;
};
That material has a cubemap, glows and is emmissive. There are quite a few other ones stock.