Raluca Axon

Envo updates

8.06.2012 -1.1 version release.
-Simplified general interface while still making it longer
-Added directional light maps
-Option to disable/enable realtime light
-Option to disable/enable light attenuation
-Modified fresnel factor so it is processed with the rest of the light calculation and not above (this way if you have a black area the fresnel will not be a constant blue but keep the texture bellow ).
-Option to disable/enable diffuse texture (you can have a constant color)
-Option to disable lightmaps (you can use realtime light + and extra ambient color until you have lightmaps
-Option to disable/enable mask maps for each channel in case you don’t want them.
-Option to use or not use vertex color alpha,  green, blue for Parallax, reflection and self illumination
-Option to disable/enable normal map and have just the vertex normal
-Option to modify normal map power by modulating it with the base vertex normal.
-Option to enable/disable reflections
-Disabled support for additive and blended reflections at the same time. It was useless. Now you have one set of reflections parameters and you can just switch between additive and blended.
-Option to disable/enable fresnel color
-Option to disable/enable fog.
Hopefuly the increased number of IFF’s in the shader will have a lesser impact on perfoarmance than all options enabled like in previous version.

Btw, here is a very good example on how much directional lightmaps increase quality.

 

 

6.06.2012 - New beta version. This one features directional lightmaps (thank you Eric and Xoliul for the hints and of course Noors for this great tutorial on baking them using V-ray)

Also the shader has been added in the official Polycount Wiki page.

Here is a screenshot from the new version. As you can see the directional lightmaps do a lot.

And if you open the scene and check out Max scene effects loader you will see there is a loaded file called envo_bloom. It is a modified version of the one that comes with max that does a much simpler type of bloom based on luminance and 3 parameters. Also compared with the one in 3dsmax also works  if you have alpha objects in the scene as it does not use any alpha channels.

Note that beta versions of the shader have the interface non-organized because I could not find out how to give interface priority on the nodes and I don’t have the time to manualy rearange the parameters in the .fx file by hand everytime.

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4.06.2012 – First version released

Xoliul

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