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BumpGlossed + DX11 version

Author: dottore
Date: 22 Jun, 2010
Category: effect

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2-BumpGlossed.zip
24 Feb, 2016 - 16:07
added Texture and Color transforms, a 4 lights version and a proper dx11 version.
1-BumpGlossed.zip
16 Jan, 2014 - 22:45
added dx11 version, needs some work!
0-BumpGlossed.zip
29 Sep, 2010 - 10:14
Added Normals,Tangents and Binormals to mesh. needed for normalmap component

Description

Bumpy, fresnel-shiny, dielectric, textured, with two quadratic-falloff lights. From nVidia library.

Comments

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catweasel
13 Jul, 2010 - 15:58

Great shaders Dottore! But i've got a problem with this one, works on my macbook pro, but on my desktop with a GTX470 the object is black, actually its the BG colour of the renderer, which just seems plain weird, anyone else have this?

dottore
13 Jul, 2010 - 18:19

Tnx catweasel, i had a look inside the shader and i found that the pixel shader is compiled with 2.b shader model. look at the bottom in the hlsl code of the shader, in the techniques:

PixelShader = compile ps_2_b mainPS();

maybe your graphic card is not compatible with this shader model. try to replace with:

PixelShader = compile ps_3_0 mainPS();

let me know

catweasel
13 Jul, 2010 - 22:53

Tried that too... It's something to do with the bump mapping, if I set bumpiness to 0 I get the reflection showing hmmm

catweasel
13 Jul, 2010 - 22:58

The Cube environment is upside down as well ;) setting the texcube to -reflVect.y -reflVect.z seems to fix that...

u7angel
14 Jul, 2010 - 08:48

works on winXP64 and geforce260 GTX

mrboni
10 Jan, 2011 - 14:34

Is it possible to add a texture transform to the Normal Texture?

I've tried, and failed!

mrboni
13 Jan, 2011 - 16:43

I'm also getting the problem catweasel had, but only with two copies of the shader running (I think..... it's a little confusing) and when the renderer is on the second head of the graphics card...

Other than that. Great shader!

everyoneishappy
21 Jan, 2012 - 16:20
quote:catweasel: The Cube environment is upside down as well ;) setting the texcube to -reflVect.y -reflVect.z seems to fix that...

Hmmm. I was trying to fix this just now- this is in the shader code yes? Can anyone tell me which line?

hrovac
22 Mar, 2012 - 20:45

line 295 should be:

half4 reflColor = fres * texCUBE(envSampler,half4(-reflVect.x, -reflVect.y, -reflVect.z, 1));

everyoneishappy
23 Mar, 2012 - 11:28

thanks hrovac. Got it in the end... This is one of my favourite shaders in vvvv at the moment.

princemio
16 Jan, 2014 - 23:28

thank you very much!!!

letoast
04 Nov, 2015 - 22:18

Everything is black :(

edit: Nevermind... Just copied the setup from the help patch and it works fine

isdzaurov
24 Feb, 2016 - 13:43

Damn Desaxismundi! Back at it again with a grey sphere)))

Desaxismundi
24 Feb, 2016 - 13:59

ATI? Is updating shader models to 3.0 fixes the issue?

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