TBH-1138 | ||||||
Posted: July 9, 2014 3:28 am | ||||||
TBH-1138 |
Source textures: http://www.mediafire.com/download/m20...ources.zip
|
|||||
Posted: July 9, 2014 3:28 am | ||||||
emenac
Posts: 5 |
Hi, thank you so much for looking into this for me!
I've had a bit of a play with this filter, and I'm getting some promising results. See attached for a texture mapped onto a sphere in Unity3D (with normal + specular map). I must admit that I don't really understand how the input images are supposed to be used. Are the color and bump sources meant to be matched? (ie. is bump1 supposed to be a bump map for color1?) I'm guessing not, since your example sources don't seem to be matched like that. Sorry if that's a naive question - I pretty new to all of this. Any other pointers also appreciated. Thanks again! ![]() ![]() |
|||||
Posted: July 12, 2014 9:41 pm | ||||||
TBH-1138 |
Some of them are (Moon/Mars textures) and some of them aren't (everything else for the most part). Bump 1 will go where Color 1 goes, and so on. They don't have to match, except for moonlike planets where the craters should match up in the diffuse and bump maps. I've tried making planets in Unity and have a specialized planet shader somewhere that supports atmospheres and diffuse, normal, and emissive textures. EDIT: Here it is.
Also it doesn't support specular textures. I thought it did, but it's been a while since I put this shader together. |
|||||
Posted: July 12, 2014 10:01 pm | ||||||
emenac
Posts: 5 |
Great, thanks again.
|
|||||
Posted: July 13, 2014 8:06 pm |
Filter Forge has a thriving, vibrant, knowledgeable user community. Feel free to join us and have fun!
33,711 Registered Users
+18 new in 30 days!
153,533 Posts
+38 new in 30 days!
15,348 Topics
+73 new in year!
16 unregistered users.