- Unreal Engine
moushkka wrote:Where can I find example projects for amplify texture 2?
I'm currently trying to get virtualized displacement mapping using multi-tile uvs to work, and it seems like amplify doesn't like the way I've set things up. So it would be very useful to have some reference to look at.
Also, is there a version of the amplified tesselation displacement shader for the standard unity 5 shader?
moushkka wrote:is there a version of the amplified tesselation displacement shader for the standard unity 5 shader?
moushkka wrote:Yes. If you could send me an example project that would be great
I'm using Unity 5.3.2
moushkka wrote:I don't currently have access to the alloy physical shader framework.
I'm trying to decide whether to use amplify texture for a new project, and haven't yet decided on what other packages to use.
moushkka wrote:What I'm currently trying to do is using Zbrush's multi map export to get get color normal and displacement maps into Unity.
Using the Amplify Texture/Legacy Shaders/Tessellation/Bumped Specular (displacement) shader I can get the base color and normal maps to work.
The displacement doesn't want to play though. And I get no sensible error messages
moushkka wrote:The displacement maps exported by Zbrush are psd files. Is that something that amplify texture likes? Are there any docs on exactly what kind of file formats amplify texture accepts?
moushkka wrote:The bumped specular shader says Heightmap (A) in the inspector for the displacement map.
Does that mean that the displacement should be in the alpha channel of the specified image?
moushkka wrote: Also, I want to create my own shader that use amplify texture. But I can't seem to find any documentation for any of your shader code. Are there for example any docs for the functions in Shared.cginc?
moushkka wrote:Thanks for the example and the prompt reply.
The reason for my displacement map not working was that I had forgotten to set the layout preset to the legacy one. Thanks for that tip.
moushkka wrote:If you have a converted version of the DX11 Free Tesselation Shader I would very much like to have a look at it.
moushkka wrote:The example you sent is using four channel 8 bit tga textures for the displacement. Is the actual displacement encoded in the four components somehow? Or is the shader just using one of the channels.
moushkka wrote: Is it possible to just provide AT2 with a 16bit grayscale format somehow? I cannot seem to get 16 bit images to save as tga files. And Unity doesn't like 16 bit grayscale pngs.
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