My new shader ‘lcShader’ is almost feature complete. It’s a very close approximation to the Mental Ray mia_material, but in real-time. In testing I’m able to get very realistic looking materials using a standard texture workflow (diffuse, spec, gloss, cubemap). Again, HLSL and CGFX versions will be identical, running the same exact code. Lights react much nicer than previous shaders and have realistic fall-off. And baked shadow maps too.
My shadow map baking script is also nearing completion, it will automatically link raytrace-baked shadow maps to the shader for linked lights and supports transparency in both the shader surface and the shadow cast.
Here is a quick screen grab, HLSL on the left, CGFX on the right. They don’t have the exact same shader settings so some slight differences


Very nice results
ReplyDeletecan't wait to see it released.
ReplyDeletecan you notify me when it's done?
thanks
viper0711@gmail.com
me too please! tbronis@gmail.com
ReplyDeleteIs possible to bake the actual result using this shader to a texture?
ReplyDeleteYes, this shader will allow you to bake all per-pixel shading to a texture
ReplyDeleteI tried it but the texture bake on black.
ReplyDeleteSorry for ask you here but how you bake it? Batch Bake (Mental Ray) or Transfer Map? Thanks Leonardo!
This shader has not yet been released, and the process will be different from a standard baking procedure, it will not involve Batch Bake or Transfer Maps. The shader and tools are not quite ready for the public yet, there is still more work to be done.
ReplyDeleteI see, well the shader looks great same to lcReproject. Exellent work! you and your shaders rock!
ReplyDelete