GLSL shader

Hello,

I tested the new features for bender GE 2.42 mainly normalmap stuff :slight_smile:
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):
(~3 mb)

http://users.atw.hu/tartalom/blenderLogo.html

here is the textures ant try it yourself :slight_smile: :
http://users.atw.hu/tartalom/blenderLogo.png
http://users.atw.hu/tartalom/blenderLogo_N.png

Shader Designer u can find here:
http://www.typhoonlabs.com/

wink tutorial maker (windows and linux)
http://www.debugmode.com/wink/download.php

i hope this very exciting shader will impleneting soon in GE.
but i dont know this is possible with blender GE GLSL implementation?

Have nice day!

edem

Thanks! This is a topic many people have asked about.

Can you provide a tutorial or .blend file? I know many people, including me, want to learn how to create and use GLSL shaders.

I got parallaxmap shader working under GE (got shader from Shader Designerā€¦)
so I think ā€œparallax_BM_GLOSSMAPā€ should work ok tooā€¦

Iā€™ll try to remember post parallaxmapping .blend later today.

i downloaded the test 2.42 files from here:

it contained the bumpmap.blend file where it have an Empty object that have an Always sensor and python controller and use it the sharder Normalmap.py and in this script u can add the object name at:

ShaderObject = [objlist [ā€˜OBā€¦ā€™]]

where the ā€¦ is the object name i.e. Cube than u can use OBCube name wiht OB prefix.

and if u want use more than one object u can add more object name someting like this:

ShaderObject = [objlist [ā€˜OBā€¦ā€™], [objlist [ā€˜OBā€¦ā€™], [objlist [ā€˜OBā€¦ā€™]]

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 :frowning: to blender game engine.


[quote=ā€œJogiā€]

I got parallaxmap shader working under GE (got shader from Shader Designerā€¦)
so I think ā€œparallax_BM_GLOSSMAPā€ should work ok tooā€¦

Iā€™ll try to remember post parallaxmapping .blend later today.[/quote]

Fine! :slight_smile: i waiting for the parallax.blend file

and it have specular map?

ciao

edem

No, it is just a parallax mapping, Iā€™ll try to get that ā€œparallax + normal + glossmapā€ working later. Parallax was shortest shader to this experience :slight_smile:

Thanks for the tips Edem. I havenā€™t worked with shaders and am still a bit of a noob to Python, so I donā€™t entirely understand all this yet. I look forward to any .blends or other tips anyone might have.

Thanks!

Hereā€™s a parallax mapping blend, itā€™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 :slight_smile:

http://www.websaitti.com/blender/parallaxmap2b.blend

I hope that blend contains all neededā€¦

Next step is to add normal & gloss map (copy, paste & tweaking from Shader Designerā€¦)

Hi Jogi, it is AMAZING :smiley: you are fast !
I will try it and make some test.
Thank u very much :slight_smile:

ciao

edem

Hello Jogi
Here is my test and the litle modified .blend file
i put a fly camera on it and u can look around with mouse click :slight_smile:

http://users.atw.hu/tartalom/parallaxmap2bTest1.blend

http://users.atw.hu/tartalom/parallaxMapTest.jpg

Wowā€¦ thank you people! This makes a level designers job much easierā€¦ still have to learn to use this in blender thoughā€¦ But it seems that this does not support lighting yet? any chance of getting per pixel lighting to this?

Very nice in deed.

Iā€™m hoping to use a GLSL shader to create water like this:

http://graphics.cs.lth.se/theses/projects/projgrid/

For a simulator project Iā€™m working on. The shaders in that link are for DirectX, but Iā€™m hoping that something similar may be possible with GLSL.

Judging from the screen it looks real nice, I wonder when Snailrose would make it so such shaders respond to light.

Okay, here is .blend with parallax + normal mapping with diffuse and specular light.
I basicly added parallaxmapping shader to blender 2.42 bumpmap.blend exampleā€¦ there is lot of room for improvements but itā€™s a start :slight_smile:

http://www.websaitti.com/blender/parallaxbumpmap_06.blend

edit: updated material setting, now with EXTRA plastic glossy shine :slight_smile:

Judging from the new screen (havenā€™t downloaded the .blend) it looks very professional.

I once saw a demo on the Xbox 360 at (Circuit city I think) and the game being showed had a shader very similar to that for its stones.

Too bad most people donā€™t have the right hardware for such techniques or they do but would really slow things down in a large game.

What is next for the game engine from Snailrose, lightmapping, dynamic shadows? :slight_smile:

Someone should try to make a shader editor that will generate code specifically for Blender :slight_smile:

:slight_smile: Great work Jogi!
specular fever! :Z
its works perfectly for me too!

http://users.atw.hu/tartalom/parallaxSpecularTest.jpg

Works for me too (GeForce FX 5500)! Big performance hit with diffuse and specular light added though.

Now if someone could help me create an awesome ocean shader Iā€™ll be in Blender heaven [!]

While searching for info on an ā€œocean shaderā€ I found this link:

http://www.shadertech.com/cgi-bin/shaders.cgi?filter=1

Iā€™m not sure if any of these shaders will work with Blender /GLSL, but they might be worth a peakā€¦

Speaking of shaders I would also like if possible a vertex light shader that would work for all the material settings currently available using ā€œuse blender materialsā€ 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 iā€™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.

Awesome shaders man! Please continue! :smiley:
Hmm, it seems that these shaders donā€™t work with mistā€¦ any possibility of getting them work with mist? And I would love dynamic shadowsā€¦

can anyone get thjem tot work on osx ???