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TRL
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Thursday, January 05, 2012
A new technique lets me show the 3 layers of celshades at the same time which gives for a much more satisfying result and no more all dark shades when staring right into the sun.
Nello could you try these out on that separated Goku head of yours. I want to see some pictures from the front.
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LegendarySS4
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Thursday, January 05, 2012
Nice
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JayREEZY
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Thursday, January 05, 2012
Why didn't we think of placing the colors in the middle earlier? It's almost ridiculous to me.
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TRL
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Thursday, January 05, 2012
JayREEZY wrote : Why didn't we think of placing the colors in the middle earlier? It's almost ridiculous to me. :*laughing out loud*:
It's silly right. The idea came to me this afternoon and I just had to test it out.
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Zeth
The Admin
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Thursday, January 05, 2012
How is this a "new" technique? This has been pretty common knowledge all along (just as you can use it to control a specular effect, rim glaring, and a multitude of other effects). It doesn't help with any of the existing complications as the light position is what is more critical in controlling the illusion properly in this case.
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TRL
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Thursday, January 05, 2012
Well it's new to me. I hadn't seen anyone come up with this yet.
Also except for his aura on lighting, he now looks perfect from any angle. There are no complications except the aura one. All it needs is a view fixed centering of the shadows and bam complete.
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Zeth
The Admin
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Thursday, January 05, 2012
Also except for his aura on lighting, he now looks perfect from any angle. There are no complications except the aura one.
Centering the shading band does nothing but break how the lighting is SUPPOSED to behave. Mirrored shading isn't natural even from a Dragon Ball Z standpoint. The effect is only proper in the sense of the aura being active (when the lighting is actually centered), but even then it's being improperly applied using this method.
All it needs is a view fixed centering of the shadows and bam complete.
You still aren't comprehending how this is working. They are not "shadows". It's SHADING based on actual 3D LIGHTING. That means that there are real light objects (dynamic/static) in the scene that impact how the shading changes. If you want to manipulate how an object is shaded, you move/rotate either it or your actual light source.
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TRL
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Thursday, January 05, 2012
Brad, if I want to say shadow I'll say shadow. To me it's a synonym of shade. It's just semantic. No need to explain things over and over to me that I already know. You're insulting your own intelligence by thinking I don't get this stuff.
Besides obviously these pictures depict the aura on state. There's just no support for 2 different states yet.
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Zeth
The Admin
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Thursday, January 05, 2012
Brad, if I want to say shadow I'll say shadow. To me it's a synonym of shade. It's just semantic. No need to explain things over and over to me that I already know. You're insulting your own intelligence by thinking I don't get this stuff.
I know you know the right term; so use it. I will correct you till the end of time until you start using the proper terminology for the proper things. Shadows and shading are completely different in 3D terms and are NOT synonymous or exchangeable.
Besides obviously these pictures depict the aura on state. There's just no support for 2 different states yet.
It's only a couple lines of code change. I just refuse to implement it unless you are around in IRC during the process so that we can fully discuss possible design options for practicality-sake.
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Shenku
RiO Incarnate
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Thursday, January 05, 2012
Zeth wrote : TRL wrote : Besides obviously these pictures depict the aura on state. There's just no support for 2 different states yet.
It's only a couple lines of code change. I just refuse to implement it unless you are around in IRC during the process so that we can fully discuss possible design options for practicality-sake.
I was actually just thinking about how to go about it when reading the Accurate Vegeta colors thread....
I figure something like setting up a shader call-up similar to damage states, but applying to the aura on state, might work. Which from the code side would be only a few lines I imagine, although the shader itself would need essentially complete duplicates of current shader scripts with the appropriate cel-band and call-up name changes. That's just the one idea I've had so far, I might hop on to IRC Saturday to discuss more potential solutions with you if you're around, Brad(too tired after moving nearly 4 tons of dry-wall today, and going to be busy with the first day of my new classes all day tomorrow...).
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