Hello again

2008/7/15 Alex Drinkwater <[EMAIL PROTECTED]>:

> Mornin!
>
> On 15 Jul 2008, at 10:41, Chris Wood wrote:
>
> Yes: use the 'shaded material' patch. Create something like a blurred white
> circle on a black background as the light texture (experimenting with the
> amount of blur and position can make a big difference). The output of that
> is basically a lit bump map, which is good for bumping fairly flat surfaces
> (the lighting will look wrong on anything else, like a sphere or cube).
>
>
> That's a shame. I was hoping maybe I could use the method to light my VDM
> spheres. Back to the drawing board on that one, then.
>
> http://machinesdontcare.wordpress.com/2008/05/22/radial-vdm-sobel-normalmap/
>
>

It might be possible by changing the bump map to polar coordinates, lighting
it, then changing back to cartesian. I could have sworn there was a built-in
patch to do just that, but I can't find one to check. Should be easy enough
with a CI filter though I think.

>
> Otherwise, you can use various lighting methods in the GLSL patch -
> anything from bump or normal mapping up to parallax occlusion mapping.
>
>
> I've been looking into that, as it happens. Bump-mapping is tricky,
> actually, as QC primitives don't supply a tangent vector vertex attribute,
> which is required for most kinds of bump-mapping. I'd love to be proved
> wrong on this though.
>

Yes, you generally need normal data, which can be recalculated in the shader
at the expense of some nasty maths and a performance hit. Or if you're
building your own primitives from a grid, it's possible to do various hacky
alternatives. Neither method is particularly pleasant though.

>
> As for shadows; again I may be wrong, but I don't think this is currently
> possible in QC, as there aren't any builtin patches for it, and you can't do
> shadows purely in GLSL.
>

Self-shadowing is possible in certain cases (not that it'd be much use if
you're just using the primitives), and there are ways of adding shadows
post-render (like doing a render in image, then using a CI filter or GLSL to
do shadowing based on the z buffer, although I can see it being slow, and
I've not tried it to see how it works.

Chris

>
> a|x
>
>
>
>
> Chris
>
>
> 2008/7/15 Mark Harris <[EMAIL PROTECTED]>:
>
>> Is there anyway to apply bump maps or shadows to 3D objects in Quartz (or
>> any sneaky tricks) ?
>> Thanks mark
>>
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