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Best way to speed up this Asset generation pipeline

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1 comment, last by Tom Sloper 7 years, 9 months ago
Using BRDF
Calc Positions per pixel
Get incoming angle for Every surface from positions
[IMPORTANT]Get Per pixel or voxel Wi=acos(cos(ATAN(y/x))*z/sqrt(x^2+y^2))
N=abs(Wr-Wi)
Change N to N=Wr-acos(cos(Wr)*(cos(N))
Important part of Function becomes Wicos(New normal)
[IMPORTANT]Save two solutions info 240*360 16BPP[red green] 16BPP[blue Alpha] sprite for javascript
Roughness is a light property so it doesn't really matter right now

Variables to save

3Bit N

3bit Wi

3Bit Wr

6Bit Hue

The important things are getting per pixel distance to the light for Wi

And saving two solutions in RGBA

I thought maybe a blender GLSL shader could do that but none of them seemed to fit

Tools

Office

Paint

Blender

Java

Javascript

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You might want to edit that post and go into a bit more detail about what exactly the above steps are. Otherwise we're just guessing at what the intended output is, which tools are essential, etc.

I don't know where the OP's post belongs, but it certainly isn't Game Design, so I'm moving it to the Lounge.

-- Tom Sloper -- sloperama.com

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