Painted shader issue

Started by TheBadger, March 29, 2015, 01:48:26 AM

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TheBadger

Quote from: bigben on March 30, 2015, 07:41:59 PM
If you're not looking at moving very far why not try a skybox camera setup BUT export FBX and RGB texture? Then panorama behind that for the distant stuff/sky. Or an overhead ortho view of a terrain. I did a couple of experiements for some guys at uni, Grand Canyon (low res) into Unity was a breeze.

Elaborate Please. I am not exactly sure I know what you mean... So instead of two layers (the game engine plane, and the TG everything else) You are saying 3 layers?

Quoteexport FBX and RGB texture?
To do what, and do this why?!

I think I may know what you may be suggesting... In old 8bit video games, there were often 3 layers of depth. The foreground which moved completely with the player. THe mid ground which moved slightly, and the back ground which did not move at all. like this: http://www.theriftarcade.com/bubble-inferno-is-an-endless-addictive-game-for-the-oculus-rift/ ?

I am also playing with ideas from the old 3DO system. Where video was mixed over a game environment. http://www.mobygames.com/images/shots/l/502725-sewer-shark-3do-screenshot-shoot-sewer-vermin-in-the-meantime.jpg
http://en.wikipedia.org/wiki/Digital_Pictures
It has been eaten.

bigben

#16
Not quite that complex. The FBX becomes the game engine ground (with a few controls added so you follow the surface when walking and don't walk through things) You don't just  look at the your TG render, you explore it :) 

Try setting up a TG render with an ortho camera looking straight down (nothing too extreme with displacement). Low quality render to export FBX (keeping polygon count down to a reasonable size), higher quality render for the texture. Bingo, one VR terrain.


The skybox approach is just an extension of that ... up close and personal.

TheBadger

It has been eaten.

bigben