TG materials sticky request

Started by TheBadger, March 31, 2015, 12:03:15 AM

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TheBadger

QuoteSo,now we have at least three tgds for procedural objects (landscape size is still missing),
two or more for imported models (e.g. for exceptional cases).
Simple and idiot prove indeed. ;)

lol. I think once we get going on it, it will work out fine. I doubt noobies are going to be doing this much. So I also doubt that you and the others in this thread are going to get confused about anything.
As long as we keep things kinda orderly and follow mostly the same way of doing things it will make for a nice resource over time for all of us.

Besides, all of this so far is just about presentation isn't it? I mean, other than the images that all of this will create, the only thing people will download is a clip file... I thought... Or a collection of clip files in one go, at some point.

ITs a holiday. but lets get this going this week then. Fleetwood already made some stuff for the first page! :)
It has been eaten.

Dune

You are a true TerraPoet, Bobby  ;) I think you just post the tgc as usual, with an accompanying image, made by using the tgd's, so it's all a bit consistent. Just like we're used to post.

bobbystahr

Quote from: Dune on April 06, 2015, 03:14:19 AM
You are a true TerraPoet, Bobby  ;) I think you just post the tgc as usual, with an accompanying image, made by using the tgd's, so it's all a bit consistent. Just like we're used to post.
I hadn't tried saving an image to the Library...but as I suspected it will take a render per .tgc...a project for the uninspired moment it seems, and as I thought it would be.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

bobbystahr

I suspect there is another path as a whole lot of the .tgc's I have came with a thumb and when I loaded up my library they didn't turn up, only the thumbs for the presets.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

j meyer

 ;D Umh,errh,well...yup may be so.
And if there will be noobies we scare them away as usual. ;) <-- Joke,haha.

Quote from: bobbystahr on April 05, 2015, 02:14:36 PM
Or is this topic about use in this forum in File Sharing?
That's at least the way I treat it. ;)
Can't help with the library,don't use it,sorry.

Dune


choronr


bobbystahr

Guess it's time to summon the Head Librarian Oshyan for input.....
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

TheBadger

Here is the mapped object.
May want to redo the UV maps? someone want to test this?

Been busy, so thats why it took so long.

Thanks.
It has been eaten.

j meyer

#54
As you have it now it can only be textured as one piece,but you can't put an
image on it and have it displayed as one coherent texture.Put a checkerboard
pattern on it and you'll see what I mean.
With procedurals it's similar you either see seams or you have to put it into
world space (transform shader).
Don't know,if you want the whole object as display or just the inner sphere,
like a TV screen,but I would split it into parts.
Attached are a no-uv- and a uv-version.
Don't mind the default shader material,still can't get rid of that dang thing.

j meyer

Thought about this again in the last weeks and came to the conclusion that it is
actually not a good idea to display the shaders/materials on one specific object
like that tester thing.
More than once I've noticed that a shader/material looks good on the object it
was made for - and under certain lighting conditions also - and as soon as you
apply it to something else - or change the lighting - it looks crappy and needs
tuning.Sometimes serious changes.
So it might be better to show a shader/material on the object it was made for.
Or a part of the terrain it was made for.
Often one will have to add some explanations to help others to get the desired
result or what parameters to change etc,etc.
Just some thoughts.

bobbystahr

Quote from: j meyer on May 28, 2015, 12:25:38 PM
Thought about this again in the last weeks and came to the conclusion that it is
actually not a good idea to display the shaders/materials on one specific object
like that tester thing.
More than once I've noticed that a shader/material looks good on the object it
was made for - and under certain lighting conditions also - and as soon as you
apply it to something else - or change the lighting - it looks crappy and needs
tuning.Sometimes serious changes.
So it might be better to show a shader/material on the object it was made for.
Or a part of the terrain it was made for.
Often one will have to add some explanations to help others to get the desired
result or what parameters to change etc,etc.
Just some thoughts.


exactly my thoughts and there is a note function for explanations of use.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

TheBadger

Yeah, TG is not exactly like traditional 3D.

Still, a materials shader library for TG like we have been talking about is something we don't have, but really really should.

Anyway, once it gets figured out and started, I am sure over time we would end up with a nice library.
It has been eaten.

TheBadger

lol, no not yet.
We have file sharing and the stickies there, but that is not really what we were after in this thread.
we are still trying to figure out how to organize this and present it in a good way.

But at some point we may need to just make a new sticky and start dumping clips there  :-\ But I think at least everyone here agrees that is not an ideal way of doing things?

It has been eaten.

Dune

Like the cloud library, I agree. I also agree about dropping the idea of a dedicated object. I don't expect users will spend too much time getting it set up other than they found out their texture wonder, so if we want anything coming off ground, I think we should keep it simple; just a child thread 'texture shaders' or something. There's already a mass of tgc's out there, so if anybody is bored and wants to organize those  ;D