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  1. Posts
    96

    Geenz's RNM shaders: Holiday sale over, v.1.1.1 out now!

    GzRNM is a set of shaders that allows for the use of "Radiosity Normal Maps" in Unity 3D. Radiosity Normal Maps, ore more appropriately Directional Light Maps, are a kind of light map that allows for the use of normal mapping with static illumination. RNMs are baked in an external 3D application such as Maya, Blender, or Modo, using special texture maps called basis maps that are used as normal maps.

    More information on RNMs can be found here: http://www.snowcatsolutions.com/inde...s/why-use-rnms

    These shaders SHOULD NOT be used for dynamic character illumination. They are only intended for static environment lighting, and very limited dynamic lighting.

    GzRNMPro v.1.1.1 is released.
    This new version of GzRNMPro includes much more accurate basis maps.
    v.1.1.1 Changes:
    • Much more accurate basis maps stored as 32-bit EXRs
    • Also included is the source PSD for the basis maps in the event you require the basis maps in a different format


    v.1.1 Changes:
    • Refactored alot of code to share from a single .cginc. This will help in the future to bring about even more variants of the shader in the future (such as refractive, rim lit, and so on)
    • Created both transparent and alpha cutout variants of the shaders. All shaders have variants of these techniques. Transparency and alpha cut out works exactly like Unity's stock shaders.
    • Optimized the mobile SSBump CRNM shader a bit more. Dynamic lighting should be a bit faster (but should still be used _VERY_ sparingly).
    • Fixed a bug in the specular variants in some of the CRNM shaders. Diffuse illumination was not using SSBumps, but the shader's normal map instead.
    • Added a PC/Mac-specific version of the SSBump CRNM shader. This shader uses the supplied SSBump map for diffuse shading.
    • Created a new tool called CRNM Merger. This tool takes 3 RNM maps, and merges them into a UDK-style CRNM; complete with normalized averaged light color map for use with the CRNM shaders.
    • Created a new tool called SSBump Converter. This tool allows you to create SSBumps from normal maps imported into unity, and converts SSBumps created in SSBump Generator for use in Unity. This tool is in its first release, and has much more functionality planned for it.
    • Changed the behaviour of SSBump maps in the shaders. They now expect OpenGL-style SSBumps (that is, SSBumpmaps that use right handed coordinates). Use SSBump Converter to generate the appropriate SSBumps.
    • This is our first release that includes documentation for Maya and Modo from local forum resident The3DNinja. Although the documentation and tutorials are targeted for Maya and Modo, the concepts are fairly universal to other 3D modeling applications. Thanks Wes!
    • Starting with this release, shaders, documentation, and example content will be distributed separately.
    • GzRNMBasic is no longer available for purchase.
    • Probably a few extra additions and fixes that I've probably forgotten.

    All existing customers recieve this update free of charge. New customers may purchase the package here: http://j.mp/gUrBHM
    Maya and Modo documentation can be found here: http://j.mp/h01jHh
    Example scenes for baking RNMs in Maya and Modo are here: http://j.mp/hIg01e
    The example Unity3D project may be found here: http://j.mp/eEyG0O
    Last edited by Geenz; 01-05-2011 at 05:26 AM.


  2. Location
    Louisville Kentucky
    Posts
    193
    Awesome!!! I've been waiting for these shaders to release. Thank you for this amazing contribution. I can definitely say that these shaders are top-notch, worth every penny and a must have for iOS developers (GzCRNMSSBump Rocks!).

    Thanks Geenz!

    -Wes
    Last edited by wesm; 12-22-2010 at 01:54 PM.


  3. Posts
    410
    Awesome Awesome Awesome Awesome YAY Awesome


  4. Location
    neverland
    Posts
    107
    Great, i'd like to buy the propackage!. but i don't know which of those shaders are working on the iOS?
    is it possible to fake light with a texture map instead of using dynamic lights? Cause dynamic lights take to much performance. sorry for my nooby questions
    Antigollos


  5. Location
    Italy
    Posts
    217
    Can you please post some screenshots with an example?


  6. Location
    France
    Posts
    260
    Hi i'm interested by your product, does normal maps works on ipad ? Standard Normal maps are really slow. do you have some video on Youtube ?


  7. Location
    neverland
    Posts
    107
    Quote Originally Posted by simone007 View Post
    Can you please post some screenshots with an example?
    This are his screenshots:
    http://forum.unity3d.com/threads/650...-to-release%29
    Antigollos


  8. Location
    neverland
    Posts
    107
    Quote Originally Posted by francksitbon View Post
    Hi i'm interested by your product, does normal maps works on ipad ? Standard Normal maps are really slow. do you have some video on Youtube ?
    Yes some or one of them work for ipad. They are sure OpenGL ES 2.0 Shader. So not working on ES 1.1!!
    Questions is, which of those on the list above are working on iOS based devices! =)
    And how are they working? with a light texture trick or just with real dynamic lights? Cause only one dynamic light on a iphone/ipad would be a performace killer. And for noobs like us - we would need a small documentation of the shaders.
    Antigollos


  9. Location
    neverland
    Posts
    107
    GzCRNMSSBump: Compressed directional lightmaps that also take advantage of valve's self-shadowed bump maps in a really lightweight shader! (a good choice for mobile games!
    lightmaps like those which are baked like in beast? i am wondering about the light effect shining on a bump shader when the object rotates. like the characters of "infitiy blade" from epic games. that's what makes me confusing and that's what i need for iOS devices.
    Last edited by Antigollos; 12-23-2010 at 04:11 AM.
    Antigollos


  10. Location
    Louisville Kentucky
    Posts
    193

    GzRNM Shader Documentation and Tutorials

    Hi,

    I am currently working the full documentation and tutorial for the GzRNM shader package. In the meantime, I'd be happy to help answer some questions : )

    @Antigollos @francksitbon The shader that works with the iDevices is GzCRNMSSBump. It is a lightweight shader designed for mobile and uses a compressed RNM map, which is referred to as CRNM. This shader is only available in the PRO version package and it uses a Self-Shadowing Bump Map instead of Normal Map to create detail.

    A Self-Shadow Bump map combines a normal map with ambient occlusion to produce a directional ambient occlusion effect which causes ambient and direct lighting either through dynamic lights or lighting stored in the light map, that is arriving from different directions to be darkened when the light that would have been blocked by the self-shadowing effects of the surface.

    You don't need dynamic lights in your scene to get the surface detail from the SSBump map detail. This GzCRNMSSBump shader utilizes a set of combined directional components that is output to single texture based of the RNM basis vectors. This CRNM texture encodes light intensity, which is used to reproduce light intensity and direction which is also effected by the SSBump map. You then combine this with a lightmap that encodes color, which can be stored at a fraction of the size of the CRNM map (Great for iOS) and you have your scene's lighting reconstructed without dynamic lights! It's the same pre-computed lighting technique that you see in Infinity Blade as you mentioned.

    It may sound a bit complicated at this point, but it's actually quite easy to setup and get the shader working. As I mentioned, I'm working on the documentation and a tutorial on how everything works.

    Hope this helps!

    -Wes
    Last edited by wesm; 12-23-2010 at 06:01 AM.


  11. Location
    neverland
    Posts
    107
    Quote Originally Posted by wesm View Post
    Hi,

    I am currently working the full documentation and tutorial for the GzRNM shader package. In the meantime, I'd be happy to help answer some questions : )

    @Antigollos @francksitbon The shader that works with the iDevices is GzCRNMSSBump. It is a lightweight shader designed for mobile and uses a compressed RNM map, which is referred to as CRNM. This shader is only available in the PRO version package and it uses a Self-Shadowing Bump Map instead of Normal Map to create detail.

    A Self-Shadow Bump map combines a normal map with ambient occlusion to produce a directional ambient occlusion effect which causes ambient and direct lighting either through dynamic lights or lighting stored in the light map, that is arriving from different directions to be darkened when the light that would have been blocked by the self-shadowing effects of the surface.

    You don't need dynamic lights in your scene to get the surface detail from the SSBump map detail. This GzCRNMSSBump shader utilizes a set of combined directional components that is output to single texture based of the RNM basis vectors. This CRNM texture encodes light intensity, which is used to reproduce light intensity and direction which is also effected by the SSBump map. You then combine this with a lightmap that encodes color, which can be stored at a fraction of the size of the CRNM map (Great for iOS) and you have your scene's lighting reconstructed without dynamic lights! It's the same pre-computed lighting technique that you see in Infinity Blade as you mentioned.

    It may sound a bit complicated at this point, but it's actually quite easy to setup and get the shader working. As I mentioned, I'm working on the documentation and a tutorial on how everything works.

    Hope this helps!

    -Wes
    Yes that helped alot to understand that i am on the right path for my desired iOS effect =D
    cool! i will buy the package in the next couple of days.
    i also can't await your documentation on this!!! BIG THNX for doing it!!!

    that's so cooooool
    Antigollos


  12. Posts
    96
    Quote Originally Posted by Antigollos View Post
    lightmaps like those which are baked like in beast? i am wondering about the light effect shining on a bump shader when the object rotates. like the characters of "infitiy blade" from epic games. that's what makes me confusing and that's what i need for iOS devices.
    UDK's "simple" lightmaps that they use on iOS are literally just lightmaps with normal map shading baked in, and are made to brighten the surface they effect twice. There's nothing really special about them, hell, Beast can generate them just by accepting normal maps as inputs for their shading. If you ever take a look at UDK Mobile's lightmaps, you'll notice they kinda look like crap unless you increase the resolution.

    The only thing particularly special about UDK's lighting pipeline on, is their character lighting. It's effectively the same system they use on the PC, only with simplified shaders.

    Anyways, for anyone looking for more images of my shaders in action, you can find some images on flickr:
    You can start peeking about with the Mobile SSBump and CRNM shader.

    My CRNM shaders are closer to UDK's directional lightmaps. If you take a look at the assets in UDK's maps, they have these "DirectionalMaxComponent" lightmaps, and these "NormalizedAverageColor" maps. Coincidentally, my CRNMs use the same kind of textures to achieve their effects (I didn't realize they were effectively the same technique until I actually bothered to poke about in one of UDK's map assets).

    On the PC, my CRNM Indirect Specular shaders are quite close to UDK's built in lightmap shaders. For mobile, Wes is correct in stating that the CRNM SSBump shader is optimized for mobile. It takes far less instructions than any of the other shaders. If you need indirect specular on iOS, I'm currently devising an efficient way to handle specular on iOS. If you absolutely need specular from dynamic lights, then you can try using the CRNM SSBump Direct Specular shader, though I make no garauntees that it'll perform well on third and fourth-gen iDevices.
    Last edited by Geenz; 12-23-2010 at 10:25 AM.


  13. Posts
    96
    Also, a quick note about people who purchase either package: There will be updates coming soon. Updates that may include additional tools and the like to make creating and using RNMs and CRNMs easier. Anyone who purchases either the GzRNMBasic or GzRNMPro packages will recieve access to these updates.


  14. Posts
    96
    Just a quick update on what's planned for the first update:
    • GzRNMPro will have the first release of my own CRNM maker. This utility will create a UDK-style directional lightmap, and an accompanying normalized light color map. Note: This does not bake CRNMs in Unity. This takes pre-existing RNMs and merges them into a single directional lightmap, and creates a normalized averaged light color map.
    • GzRNMBasic and Pro will be receiving a new utility to assist in importing RNMs into Unity.
    • More shader permutations! Cutout and (hopefully) transparent variations will be coming in this update.
    • A few updates to the shaders prepare the shaders a bit for future functionality.


    This update will be free to anyone who purchases GzRNMPro or GzRNMBasic.
    Last edited by Geenz; 12-23-2010 at 03:48 PM.


  15. Location
    Louisville Kentucky
    Posts
    193
    Here's a quick screen shot of a concrete column that is part of the game asset, which will be included in the documentation. This example uses the CRNM Bump Indirect Specular shader.

    Last edited by wesm; 12-23-2010 at 07:26 PM.


  16. Location
    France
    Posts
    260
    concerning the mobile bump shader, I'm not convinced by the pictures on flicker, seems that CRNM Diffuse more bumped than SSBump CRNM Mobile. is there a way to test it ? perhaps could you post a video showing more the difference...


  17. Posts
    96
    SSBumps are odd in the sense that you have to be very careful with how you generate them in SSBump Generator. SSBump Generator gives you the option to either convert normals into RNM basis normals, or create directional occlusion that are stored in the RNM basis that can be used for self shadowing (thus the name Self Shadowed Bump Map), or blend between the two. In the example on my flickr, I used a mix between the two. Here's a better example showing a SSBump encoded with nothing but directional occlusion with dynamic light sources:


    There is no 100% fool proof way to make great looking SSBumps. It's a process that mostly consists of knowing what to look for in a "good" SSBump map.
    Last edited by Geenz; 12-24-2010 at 10:58 AM.


  18. Posts
    96
    For the holiday season, the GzRNMPro package is on sale until new years for $40! You can purchase the discounted shaders here: http://bit.ly/dOu72G


  19. Posts
    96
    Just for an example of what the mobile SSBump shader can do, I've decided to put this post together to show off a few different SSBumps, and how they look with the shader. These examples use the next version of the shader that will be released with the first update (which is approximately 1 week from now), which introduces an SSBump multiplier (controls the brightness of the SSBump, which may be needed to achieve the correct appearance when using SSBump normals).

    The SSBumps generated for each example were generated in SSBump Generator 5.3.

    This first example only used a normal map as input, with the SSBump Soft Lighting setting. The normal map was generated with a height scale of 20. The shader uses an SSBump scale of 2.
    SSBump map:

    Screenshot with dynamic and static lighting:

    Screenshot using a regular normal map with the CRNM Bumped Diffuse shader:


    This next example uses a heightmap as input for an SSBump's AO. It only uses AO. It was generated with an AO radius of 0.02, and a height scale of 1.50. The shader has an SSBump scale of 1.
    SSBump map:

    Screenshot with dynamic and static lighting:


    This last example shows what happens when we combine the two, both at full intensity in SSBump Generator's editor. The shader uses an SSBump scale of 2.
    SSBump map:

    Screenshot with dynamic and static lighting:
    Last edited by Geenz; 12-24-2010 at 05:13 PM.


  20. Location
    France
    Posts
    260
    Really nice! Is the effect static on iOS? If the lights are linked to the player, do they affect the bump in real time ? Can it be combined to the unity lightmapping tool ? (.EXR generated map). Thanks for the special price, but I need to know if your tool is useful for my iOS project.

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