by HAL9000 » Mon Jul 16, 2018 1:36 am
Pixel Eater wrote:Could it be done with the new normal map stuff?
No, because PBR / "Normal stuff" is missing environment maps. I've requested this feature recently
viewtopic.php?f=15&t=61269
With current pbr, you will only get somekind of "shiny fx" only directly near dynamic light.(and that depends on the pbr material)
Enjay probably wants to achieve this with shaders
However, I'm not sure if this can be achieved with hardware shaders in GZD
Anyways, here are some glsl (vertex and fragment) hardware shader examples of specular reflections
https://stackoverflow.com/questions/117 ... ed-surface
[quote="Pixel Eater"]Could it be done with the new normal map stuff?[/quote]
No, because PBR / "Normal stuff" is missing environment maps. I've requested this feature recently https://forum.zdoom.org/viewtopic.php?f=15&t=61269
With current pbr, you will only get somekind of "shiny fx" only directly near dynamic light.(and that depends on the pbr material)
Enjay probably wants to achieve this with shaders
[img]https://manual.reallusion.com/Character_Creator_2/ENU/Images/PBR_02.jpg[/img]
However, I'm not sure if this can be achieved with hardware shaders in GZD
Anyways, here are some glsl (vertex and fragment) hardware shader examples of specular reflections
https://stackoverflow.com/questions/11794277/glsl-shader-for-glossy-specular-reflections-on-an-cubemapped-surface