Is it possible for us to make our own shaders? What about textures?
Ideally, we'd like to apply 3D textures (perhaps from .dds, but we'd be open to directly making the texture resources too) and use them in custom shaders.
- Chad Capeland
Shaders? Textures?
Started by
ChadCapeland
, Mar 07 2012 09:20 PM
4 replies to this topic
#1
Posted 07 March 2012 - 09:20 PM
#2
Posted 07 April 2012 - 06:36 PM
yeah it is possible, just open the shader window (in your voxelroom) and create a new from an existing shader...
but for some shaders u will need a spherical texture - image with 180°+180° degree - but its easy, u can use photoshop, gimp, or u made a photo from a bubble or u did have an fisheye for ur cam, or u did render a sphere. And for others u will nee seamless textures.
And dds, thats not so important, this dds file did wrote 3dCoat. U can work with PNG, TIFF and so on. But u can watch with an irfanview plugin (formats.dll) how dds textures are looking.
but for some shaders u will need a spherical texture - image with 180°+180° degree - but its easy, u can use photoshop, gimp, or u made a photo from a bubble or u did have an fisheye for ur cam, or u did render a sphere. And for others u will nee seamless textures.
And dds, thats not so important, this dds file did wrote 3dCoat. U can work with PNG, TIFF and so on. But u can watch with an irfanview plugin (formats.dll) how dds textures are looking.
#3
Posted 09 April 2012 - 05:51 PM
No, I mean our own shader from scratch in HLSL. Can we create our own texture resources as well?
#4
Posted 20 June 2012 - 09:41 PM
Where do you reference texture resources then? You can't create that in the shader.
#5
Posted 21 June 2012 - 04:43 PM
Textures can be referenced by adding them in the shader:
So if I create a new texture that I want to use in the shader, I just need to add another line below CustomSampler1:
I think you can go up to 8 CustomSamplers. But I would not touch CustomSampler3, It's used for selection mask coloring.
sampler CustomSampler1;//corresponds to texture Shaders/CustomSampler1.dds
So if I create a new texture that I want to use in the shader, I just need to add another line below CustomSampler1:
sampler CustomSampler2;Then create the dds file in "[3D-Coat folder]\Shaders\Custom\[Name of new shader]\CustomSampler2.dds"
I think you can go up to 8 CustomSamplers. But I would not touch CustomSampler3, It's used for selection mask coloring.
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