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Post by XNAaraL Sun Jan 20, 2013 7:18 pm

Table with all Render-Groups 1 - 43 Smile


Example render Groups 38/39:

This new render groups #38 (opaque) and #39 (transparent) support Diffuse, Bumpmap, Specular, Emission maps.
The shader expects four textures on its input: diffuse, bump, specular and emission texture  plus one numeric parameter which defines the intensity of the specular effect.

- _diffuse map is a texture you use to define a surface's main colour. In order to work well with a normal map and a specular map, a good diffuse texture should not have any directional lighting included, it should only have generic "ambient occlusion" - ie. the surface gets darker in deep cracks and around embossed details. If you are generating your normal maps from high-poly geometry, you should bake a matching ambient occlusion pass from the geometry and multiply this on top of your diffuse texture to make sure that the lighting matches the normal map.

- _bump maps are textures which defines small details. Virtually all geometric surface detail should be represented in bump maps instead of drawn into the diffuse maps in the conventional style. This allows a single texture to take on different characteristics based on its interaction with lights. Ideally, this 'tangent-space normal maps' should be generated from high-poly geometry for the best consistency and surface detail.

- _specular maps are textures which define (per pixel) the color and intensity of the light reflected off the given surface. The higher the value of a pixel (from black to white), the shinier the surface will appear in the render result. Therefore, surfaces such as dry stone or cotton fabric would tend to have a very dark specular map, while surfaces like polished chrome or plastic would tend to have lighter specular maps. The colour of a pixel is also used, to calculate the resulting colour of the surface. A very saturated specular map will have a very different visual effect than a grey specular map. If you need a more "neutral" highlight on a surface, your specular map should use the inverse of the diffuse map's colour. Using the same colour on the specular as on the diffuse will result in a more saturated highlight when viewed in XPS.

- _emission maps are textures which defines areas which not react to the lights directions and not react to the lights colors. Emissive maps or glow maps, also known as self-illumination maps, are used to make surfaces appear like they are emitting light. Glow maps are blended additively over a texture, so areas which do not glow at all should be pure black on the glow map, and any brighter colors will appear to be emitting light. A very saturated emission map will have a very different visual effect than a grey emission map. Normally emission maps are gray.
The value of the pixels on the emission/ glow map will dictate how bright each pixel glows, relative to any other input values you include, like a new node. So black equals a value of zero (no glow), and white equals upper glow. The hues you use in the map are not the hues you'll see glow - this hues are added to the colors which result from the other maps and the light sources - that's straight forward enough. Call it a "glow mask" if you like but the texture Image should end with "_emission" (without quotes).

- Intensity  parameter. The global intensity (multiplier) of the gloss/specular effect for the whole mesh part is the same as before for specular maps: the floating point value in the mesh name, for example 38_ground_0.9; so set this value to 1.0 (or even higher) and then modify the per-pixel intensity of the effect with the brightness of pixels in the specular map/texture

- you can use this effect to increase realism of your images, or even to produce crazy effects as shown in the demo model "RG38_test"

- this effect requires shaders v2.0 (even with a single-light or three-light setup )

- Remember, render group number 39 supports (diffuse) textures with alpha/transparency ...  #38 not !

- so an example of a typical use inside the file generic_item.mesh.ascii may look like this:

38_ground_0.9
1 # uv layers
4 # textures
ground_diffuse.png
0 # uv layer index
ground_bump.png
0 # uv layer index
ground_specular.png
0 # uv layer index
ground_emission.png
0 # uv layer index



Code:
Group | Shading | Alpha | Poseable | Specular higlight | Bump1 repeater | bump2 repeater | Textures | Texture types                                            | Since | First model / mesh part     | Download link


Code:
Group | Shading | Alpha | Poseable | Specular higlight | Bump1 repeater | bump2 repeater | Textures | Texture types                                            | Since | First model / mesh part     | Download link
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
 1    | Yes     | No    | Yes      | Yes               | Yes            | Yes            | 6        | Diffuse, Lightmap, Bumpmap, Mask, Bump1, Bump2           | 1.0   | LaraJungleShorts / tshirt   | http://www.mediafire.com/?gc5cu5dtd2h
 2    | Yes     | No    | Yes      | Yes               | No             | No             | 3        | Diffuse, Lightmap, Bumpmap                               | 1.0   | LaraJungleShorts / face     | http://www.mediafire.com/?gc5cu5dtd2h
 3    | Yes     | No    | Yes      | No                | No             | No             | 2        | Diffuse, Lightmap                                        | 1.0   | LaraJungleShorts / backring | http://www.mediafire.com/?gc5cu5dtd2h
 4    | Yes     | No    | Yes      | Yes               | No             | No             | 2        | Diffuse, Bumpmap                                         | 1.0   | LaraJungleShorts / metal    | http://www.mediafire.com/?gc5cu5dtd2h
 5    | Yes     | No    | Yes      | No                | No             | No             | 1        | Diffuse                                                  | 1.0   | LaraJungleShorts / eyewhites| http://www.mediafire.com/?gc5cu5dtd2h
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
 6    | Yes     | Yes   | Yes      | Yes               | No             | No             | 2        | Diffuse, Bumpmap                                         | 1.0   | LaraJungleShorts / hair2    | http://www.mediafire.com/?gc5cu5dtd2h
 7    | Yes     | Yes   | Yes      | No                | No             | No             | 1        | Diffuse                                                  | 1.0   | LaraJungleShorts / eyelashes| http://www.mediafire.com/?gc5cu5dtd2h
 8    | Yes     | Yes   | Yes      | Yes               | No             | No             | 3        | Diffuse, Lightmap, Bumpmap                               | 1.8   | Natla / hair4               | http://www.mediafire.com/?4wmzyzxwj5y
 9    | Yes     | Yes   | Yes      | No                | No             | No             | 2        | Diffuse, Lightmap                                        | 1.8   | Natla / hair5               | http://www.mediafire.com/?4wmzyzxwj5y
10    | No      | No    | Yes      | No                | No             | No             | 1        | Diffuse                                                  | 1.85  | Doppelganger / eyepupils    | http://www.mediafire.com/?m0q9yctdris
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
11    | Vertex  | No    | No       | Yes               | No             | No             | 2        | Diffuse, Bumpmap                                         | 4.1   | CroftManorHall / Group1     | http://www.mediafire.com/?jlt33lalmjj
12    | Vertex  | Yes   | No       | Yes               | No             | No             | 2        | Diffuse, Bumpmap                                         | 4.1   | CroftManorHall / Group35    | http://www.mediafire.com/?jlt33lalmjj
13    | No      | No    | No       | No                | No             | No             | 1        | Diffuse                                                  | 4.1   | CroftManorHall / Group91    | http://www.mediafire.com/?jlt33lalmjj
14    | No      | No    | No       | Yes               | No             | No             | 2        | Diffuse, Bumpmap                                         | 4.2   | CroftManorHallLQ / Group1   | http://www.mediafire.com/?zjeznnzcgaz
15    | No      | Yes   | No       | Yes               | No             | No             | 2        | Diffuse, Bumpmap                                         | 4.2   | CroftManorHallLQ / Group35  | http://www.mediafire.com/?zjeznnzcgaz
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
16    | Yes     | No    | No       | No                | No             | No             | 1        | Diffuse                                                  | 4.7   | Yacht / part1               | http://www.mediafire.com/?mwakzzz1djy
17    | Yes     | No    | No       | No                | No             | No             | 2        | Diffuse, Lightmap                                        | 4.7   | Yacht / part5               | http://www.mediafire.com/?mwakzzz1djy
18    | Yes     | Yes   | No       | No                | No             | No             | 1        | Diffuse                                                  | 4.7   | Yacht / part13              | http://www.mediafire.com/?mwakzzz1djy
19    | Yes     | Yes   | No       | No                | No             | No             | 2        | Diffuse, Lightmap                                        | 5.6   | ShipNatlaRoom / Mesh005     | http://www.mediafire.com/?ztjozjnninn
20    | Yes     | Yes   | Yes      | Yes               | Yes            | Yes            | 6        | Diffuse, Lightmap, Bumpmap, Mask, Bump1, Bump2           | 7.8   | KnightThrall / Mesh001      | http://www.mediafire.com/?z4uwig2dzum
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
21    | No      | Yes   | Yes      | No                | No             | No             | 1        | Diffuse                                                  | 9.1   | kerrigan / $AtlantiB$       |
22    | Yes     | No    | Yes      | Yes               | Yes            | Yes            | 7        | Diffuse, Lightmap, Bumpmap, Mask, Bump1, Bump2, Specular | 9.3   | ICE-7E / suit               | http://www.mediafire.com/?leipjbpmeyn2w2p
23    | Yes     | Yes   | Yes      | Yes               | Yes            | Yes            | 7        | Diffuse, Lightmap, Bumpmap, Mask, Bump1, Bump2, Specular | 9.3   | ICE-7E / ice                | http://www.mediafire.com/?leipjbpmeyn2w2p
24    | Yes     | No    | Yes      | Yes               | No             | No             | 4        | Diffuse, Lightmap, Bumpmap, Specular                     | 9.42  |
25    | Yes     | Yes   | Yes      | Yes               | No             | No             | 4        | Diffuse, Lightmap, Bumpmap, Specular                     | 9.42  |
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
26    | YES/No  | No    | Yes      | Yes intensity     | No             | No             | 4        | Diffuse, Bumpmap, enviroment, Mask                  | 9.5   | MetallicExample / trousers1 | http://www.mediafire.com/?g8gah73w0mv45q7
27    | YES/No  | Yes   | Yes      | Yes intensity     | No             | No             | 4        | Diffuse, Bumpmap, enviroment, Mask                  | 9.5.5 | RG27_new
28    | YES/No  | No    | Yes      | Yes intensity     | YES            | YES            | 6        | Diffuse, Bumpmap, Mask, Bump1, Bump2, enviroment         | 9.6   |
29    | YES/No  | Yes   | Yes      | Yes intensity     | YES            | YES            | 6        | Diffuse, Bumpmap, Mask, Bump1, Bump2, enviroment         | 9.6   |
30    | YES/No  | No    | Yes      | Yes intensity     | No             | No             | 3        | Diffuse, Bumpmap, emission                               | 10.9.2  | http://atlantib.deviantart.com/art/The-Devil-Eye-341049263
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
31    | YES/No  | Yes   | Yes      | Yes intensity     | No             | No             | 3        | Diffuse, Bumpmap, emission                               | 10.9.2  |
32    | Yes     | No    | Yes      | Yes               | No             | No             | 1        | Diffuse                                                  | 10.9.4  |
33    |  Yes     | Yes   | Yes      | Yes               | No             | No             | 1        | Diffuse                                                  | 10.9.4  |
34    | Yes     | No    | Yes      | Yes               | No             | No             | 3        | Diffuse, Bumpmap, Specular                     | 11.7  | data\RG34 |  http://xnalaraitalia.deviantart.com/journal/XPS-11-7-Shadow-and-Reflection-Edition-614936258
35    | Yes     | Yes   | Yes      | Yes               | No             | No             | 3        | Diffuse, Bumpmap, Specular                     | 11.7  | data\mirror - kosmetics |  http://xnalaraitalia.deviantart.com/journal/XPS-11-7-Shadow-and-Reflection-Edition-614936258
36    | YES/No  | No  | Yes      | Yes intensity     | Yes            | No             | 3        | Diffuse, Bumpmap, Emission-mini-map
37    | YES/No  | Yes | Yes      | Yes intensity     | Yes            | No             | 3        | Diffuse, Bumpmap, Emission-mini-map
38    | YES/No  | No | Yes      | Yes intensity     | Yes            | No             | 4        | Diffuse, Bumpmap, Specular, Emission
39    | YES/No  | Yes| Yes      | Yes intensity     | Yes            | No             | 4        | Diffuse, Bumpmap, Specular, Emission
40   | Yes     | No    | Yes      | Yes               | No             | No             | 3        | Diffuse, Bumpmap, Specular                     | 11.0  | too_lara_default / shirt |  http://www31.zippyshare.com/v/jw4ZPhQW/file.html
41   | Yes     | Yes   | Yes      | Yes               | No             | No             | 3        | Diffuse, Bumpmap, Specular                     | 11.0  | too_lara_default / eyebrows |  http://www31.zippyshare.com/v/jw4ZPhQW/file.html
42   | Yes     | No    | Yes      | Yes               | Yes            | No             | 3        | Diffuse, Bumpmap, Specular-mini-map       | 11.7.1 | RG42_test l \data\RG42_test
43   | Yes     | Yes   | Yes      | Yes               | Yes            | No             | 3        | Diffuse, Bumpmap, Specular-mini-map       | 11.7.1 | RG42_test |  \data\RG42_test

Example for a mesh part name:
1_belts_0.1_10_20

1 == render group 1 with 6 textures Diffuse, Lightmap, Bumpmap, Mask, Bump1, Bump2  -- exactly in this order ! --
belts == a unique mesh part name
0.1 == Specular higlight value
10 == Bump map 1 repeater using a new texture which have 1o tiles horizontal and 10 tiles vertical
20 == Bump map 2 repeater.
The underscore is the field delimiter.

28_suit_0.7_20_1
28 == render group 22 with 6 textures  diffuse, bump, mask, mini bump1, mini bump2, enviroment texture -- exactly in this order ! --
suit== a unique mesh part name
0.7 == Specular higlight value
20 == Reflection value !!! This is a special case for render groups 28 and 29 using the old Generic format. The new Generic_Item format 2.3 fix this problem.
1 == Bump map 1 and bump map 2 repeater!!! This is a special case for render groups 28 and 29 using the old Generic format. The new Generic_Item format 2.3 fix this problem.

36_tron_0_72_0

36 == render group number 36 with 3 textures Diffuse, Bumpmap, Emission-mini-map   -- exactly in this order ! --
tron == a unique mesh part name
0.0 == Specular higlight value unused
72 == Emission map repeater. Like using a new texture which have 72 tiles horizontal and 72 tiles vertical
0 == Bump map 2 repeater unused.
The underscore is the field delimiter.

Information:
Since XNALara/XPS 10.9.2 the deprecated - german language hinfällig oder veraltet render groups are again supported.
The background: XPS 10.9.1has break the "DirectX 9" limit of the maximum possible number of shader parameters (Never more a 59 bone limit).

Example render group 32/33:
32_metal_20.6
1 # uv layers
1 # textures
metal_diffuse.png
0 # uv layer index


Last edited by XNAaraL on Fri Jan 27, 2017 6:22 am; edited 3 times in total (Reason for editing : New RG 42/43 ... modified RG 26/27)

XNAaraL
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