I tested the new features for bender GE 2.42 mainly normalmap stuff
it is very amasing.
Lately i playing with shader designer that use GLSL shaders and i found a nice shader parallax_BM_GLOSSMAP it have color+pecular+bump+height maps and u can contorlling specular and height with alpha channels value.
here is the result (created with wink tutorial maker):
and for the parallax_BM_GLOSSMAP test i use it only just in shader designer and replaced the original textures with my (blenderlogo) textures and captures my screen, but i dont know how can implementing fragment and vertex shaders to blender game engine.
I got parallaxmap shader working under GE (got shader from Shader Designer…)
so I think “parallax_BM_GLOSSMAP” should work ok too…
I’ll try to remember post parallaxmapping .blend later today.[/quote]
Thanks for the tips Edem. I haven’t worked with shaders and am still a bit of a noob to Python, so I don’t entirely understand all this yet. I look forward to any .blends or other tips anyone might have.
Here’s a parallax mapping blend, it’s quite crude, just a cube and a lowres mesh around it. Press P key to play and use arrow keys to move and turn. Sorry for slight texture warping, those bumps are quite tight
Wow… thank you people! This makes a level designers job much easier… still have to learn to use this in blender though… But it seems that this does not support lighting yet? any chance of getting per pixel lighting to this?
Okay, here is .blend with parallax + normal mapping with diffuse and specular light.
I basicly added parallaxmapping shader to blender 2.42 bumpmap.blend example… there is lot of room for improvements but it’s a start
Speaking of shaders I would also like if possible a vertex light shader that would work for all the material settings currently available using “use blender materials” based on wether an object has a property. Right now I have to set multiply as blend mode or set the alpha button to get reaction from light and if I do that i’m really limited like for example I can just forget about having the color white in a texture unless using texface which is also limiting if all I use is that.