TGEA Skin Shader kit
by Kory Imaginism · in Torque Game Engine Advanced · 09/15/2008 (10:01 pm) · 22 replies
I was wondering if anyone is interested in TGEA Skin shader Kit
but support
Ambient Occlusion
rim lighting
RealSkinShader
How it would work, you would have to write a .materials for the DTS and in the .materials will read all the different map normal specular displacement etc. Here a some info on the different types of shader effect
Ambient Occlusion
Occlusion
RealSkinShader
RealSkinShader
SkinShader2
rim lighting
rim lighting pic
rim lighting info
videos
Final render Skin test
Skin Rendering Experiments
I know that the Nvidia Skin Rendering is not possible in TGEA but that would be something nice to see.
If you have anymore ideas please post.
but support
Ambient Occlusion
rim lighting
RealSkinShader
How it would work, you would have to write a .materials for the DTS and in the .materials will read all the different map normal specular displacement etc. Here a some info on the different types of shader effect
Ambient Occlusion
Occlusion
RealSkinShader
RealSkinShader
SkinShader2
rim lighting
rim lighting pic
rim lighting info
videos
Final render Skin test
Skin Rendering Experiments
I know that the Nvidia Skin Rendering is not possible in TGEA but that would be something nice to see.
If you have anymore ideas please post.
#2
09/18/2008 (11:21 am)
Holy moly. Are you real? *poke*
#3
That work looks amazing. You should really be showing it off more.
Its stuff I think many people would like to see.
Great work!!!!!!
09/18/2008 (11:49 am)
Gerhard,That work looks amazing. You should really be showing it off more.
Its stuff I think many people would like to see.
Great work!!!!!!
#4
09/18/2008 (11:50 am)
I just had to go again a watch your demo, really amazing work
#5
Any chance you'll be sharing your secrets at all? :o)
09/18/2008 (12:12 pm)
Gerhard those videos are simply stunning! You really should be showing them off on the blogs here.Any chance you'll be sharing your secrets at all? :o)
#6
09/18/2008 (12:20 pm)
Gerhard, you've just doomed yourself to a life of being stalked by TGEA'ers. That is some serious sheit!
#7
I'm truly amazed at what you are achieving with TGEA. So much goodness in your blog
Skin shader, Ambient Occlution, Multicore support, Shaded Particles, your Dynamic Fx cloth/collision video is awesome. Seriesly.. Pack up these things and sell them!
09/18/2008 (12:58 pm)
South Africa you say...interestingI'm truly amazed at what you are achieving with TGEA. So much goodness in your blog
Skin shader, Ambient Occlution, Multicore support, Shaded Particles, your Dynamic Fx cloth/collision video is awesome. Seriesly.. Pack up these things and sell them!
#9
09/18/2008 (5:25 pm)
I'll pay for this definitely! Simply awesome!
#10
09/18/2008 (5:25 pm)
Wow, awesome looking work Gerhard!
#11
but amazing videos keep it up.
09/18/2008 (7:02 pm)
Thank you for posting the link Gerhard, do you have plans on selling these as a product pack?but amazing videos keep it up.
#12
In the future we can have it as a resource?
Bye and compliments for your work
^_^
09/18/2008 (11:52 pm)
Hei Gerhard you are the best ! I see your demo on your blog and it's fantastic !!!!In the future we can have it as a resource?
Bye and compliments for your work
^_^
#13
If this comes up for sale be ready for a virtual stampede on the box ;)
I know for sure that Id buy regardless of price.
09/19/2008 (1:36 am)
Gerhard that cloth stuff is simply put; brilliant!If this comes up for sale be ready for a virtual stampede on the box ;)
I know for sure that Id buy regardless of price.
#14
+1 potential buyer here...
Edit: Although I do feel a bit guilty that Kory's original thread has been a bit overshadowed here. But on that note, shaders are something that elude me completely at the moment so I'm a potential buyer for anything TGEA shader related at the moment...
09/19/2008 (2:03 am)
If the code is in a usable state and you fancy earning a quick buck, I'd seriously consider putting this stuff up for sale. The cloth simulation is superb.. Your FSAO and full screen shaders are just awesome (I *love* that DOF shader you've got there...) - it's all just brilliant!!+1 potential buyer here...
Edit: Although I do feel a bit guilty that Kory's original thread has been a bit overshadowed here. But on that note, shaders are something that elude me completely at the moment so I'm a potential buyer for anything TGEA shader related at the moment...
#15
Thank you everyone
09/19/2008 (2:34 am)
It OK Eikon this is the reason why i post this thread to get the community talking about working together to make more content pack from shader to Lighting Radiosity kit maybe even Parallax terrain etc. If you have a TGEA idea please post or if you are working on a shader for TGEA please post.Thank you everyone
#16
09/19/2008 (6:54 am)
Wow. Top Shelf stuff there!!!
#17
09/19/2008 (7:03 am)
OMG..........
#18
I still have a lot of stuff to add to my blog so keep a lookout for it. I try to squeeze in some blog updates when I get the time.
I am considering packaging some of the features and make it available for purchasing but I'll have to have a discussion with the powers that be at GG first. I have made a crapload of changes and additions to the engine code, some simple and some radical. So I don't know myself yet the logistical impact of making these features easily deployable. Then there is the other aspect of quality control....
Anyways, Kory, brialliant idea, we need to get people talking about features and requirements in TGEA. So I'll keep an eye on this thread (btw I have started work on radiosity a while back, need to dust it off and finish it, where can I put up some pics in the forums? I'm a bit new to it...)
Then finally, I have started a thread on next-gen gaming in TGEA -
www.garagegames.com/mg/forums/result.thread.php?qt=79304
please go and have your say, I'll probably end up giving a general discussion about my implementations etc. in the thread which is not on the blog.
Once again, thanks for all the positive replies!
09/21/2008 (5:59 am)
Wow! Thanks for all the positive feedback, I was away for a bit so let me try and answer some of the questions in one go!I still have a lot of stuff to add to my blog so keep a lookout for it. I try to squeeze in some blog updates when I get the time.
I am considering packaging some of the features and make it available for purchasing but I'll have to have a discussion with the powers that be at GG first. I have made a crapload of changes and additions to the engine code, some simple and some radical. So I don't know myself yet the logistical impact of making these features easily deployable. Then there is the other aspect of quality control....
Anyways, Kory, brialliant idea, we need to get people talking about features and requirements in TGEA. So I'll keep an eye on this thread (btw I have started work on radiosity a while back, need to dust it off and finish it, where can I put up some pics in the forums? I'm a bit new to it...)
Then finally, I have started a thread on next-gen gaming in TGEA -
www.garagegames.com/mg/forums/result.thread.php?qt=79304
please go and have your say, I'll probably end up giving a general discussion about my implementations etc. in the thread which is not on the blog.
Once again, thanks for all the positive replies!
#19
09/21/2008 (7:37 am)
Wow just seen your stuff (a bit late on the bandwagon). How have you kept quiet so long?! This is serioulsy good stuff. I'll keep an eye on your blog for certain.
#20
EDIT: fixed the link...
10/02/2008 (12:55 pm)
Just posted some stuff on simulating wetness in TGEA on my blog (tgeaenhanced.blogspot.com). Someone mentioned it on one of the forum threads.EDIT: fixed the link...
Torque 3D Owner Gerhard Botha