Shadows can be implemented later…. This is exactly what blender does. The other part is making the scripts to compile the shader and pass in the light data.
This should be done once in python at startup. So you may have something like:. Obviously this is far simpler than what would be needed. This is a good opportunity to implement a proper dynamic light LOD system as well something like: each shader has a maximum of three lights - the three closest. Eh, no. The nodes are converted to GLSL before being used. From memory the code used to do this is pretty hideous.
Darn it, my link to a sump someone put on pastebin no longer works. But, please implement it as a blender node. They are a powerful tool, and blender is open source, so you can go and have a peek inside…. Why does HG1 cubemap shader work much slower than his cubemap node?
About lights - what type of data can I get? I will need also shadows there. I need a lot of data…. I still need somebody to more help me out, this is much closer to it, but not all of the needed stuff yet. Sounds like that you only need to adapt your blending value. You can use the math, vector curve or the color ramp node to adapt the blending value. Connect and share knowledge within a single location that is structured and easy to search. You can press N to show the side panel an change from multi texture to gls.
If the image still white change the viewport shading shortcut Z to material or texture. Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Learn more.
Asked 4 years, 5 months ago. Active 4 years, 5 months ago. Viewed 1k times. There are three parts to the eye. The pupil, iris, and the white. Select the pupil and enter vertex paint mode v.
Set it a black color. Do the same for the iris but make it a blue color. It's not necessary in this example Set the vertex color of the Blendo model to an orange Just so it's not bright white : In potato mode it should look like this Join the three parts together and add a material to the object with, Shadeless and VCol-Paint pressed.
Move the eye to layer one. Select the eye then the Blendo mesh and join the two. You should now have one mesh with two materials assigned to it, the Blendo mesh is at index1 and the eye is at index2. In python the indexes will be 0,1.
Were looking for this Create two empties some where in layer one. One of them will be our light and the other will hold the shader script. Start with the vertex shader. We are going to need a uniform variable holding our light position and, three varying variables to pass to the fragment shader.
The first is the vector from vertex to light, the second will hold the surface normal, and the last will hold the material color. We will apply the same shader to the eye.
If you want a different color Blendo just change the material color. In the tutorial directory is ToonShader. It uses the same method here except it works with OpenGL Lights see the finished blend :. To run these changes in the BlenderPlayer, they need to be enabled.
RGB: color sliders.
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