New Patch 1.17/2.12/3.8/4.5/5.2
markjs:
Quote from: Claeric on 2010 October 26, 23:08:28
No, not specular...I can't remember the name to find a video of what I mean.
In games like Oblivion, the wall can look like a bunch of stones on top of each other, and when you get closer and look up, it looks like they're all actually rendered in 3D, everything looks 3D. And if you hold up a lamp, the light goes off on them the right way, but then when you go to the edge of the wall you can see it's completely flat.
The images of the muscle definition seem to look like they work the same way. They're flat, yes, but from different angles and with different lighting, they look like they're actually 3D and projecting proper shadows, despite being the exact same shape as a non-toned sim.
I was just wondering if they did that, or if I was imagining it, but I'm pretty sure there's some kind of visual trick going on with them to make them look 3D.
I think you are referring to DX11 feature, Tesselation.
Though this wasn't present in Oblivion. lol
Only thing there was there was High Dynamic Range (HDR), might be it?
Patrick:
Oblivion used Parallax Mapping AFAIK or some modification of that technique: http://www.katsbits.com/tutorials/textures/understanding-oblivions-parallax-maps.php
wizard_merlin:
Quote from: markjs on 2010 October 26, 23:26:12
Only thing there was there was High Dynamic Range (HDR), might be it?
HDR, at least in photography, is the light range that can be captured in a single image. Normally when an image contains both dark and light scenes, either the dark is underexposed while the light areas are perfect, or the dark and shadow areas are perfect and the light is over exposed. Not sure how this would apply to a video game as the images would not suffer over and underexposed areas, unless they were deliberately written that way, excluding obvious EAxis glitches through poor programing.
markjs:
Quote from: uknortherner on 2010 October 26, 23:17:14
Ah, you mean "normal mapping". From what little I've seen of the muscle slider when I played with it earlier, it appears to be a normal map that reflects light pretty well in CAS, but I haven't seen it in-game though, so it could possibly look like shit.
In game I did not saw any kind of reflection, but it's definitely the normal, which causes this depth look into it.
Quote from: Patrick on 2010 October 26, 23:29:53
Oblivion used Parallax Mapping AFAIK or some modification of that technique: http://www.katsbits.com/tutorials/textures/understanding-oblivions-parallax-maps.php
Yes, that must be it was she was referring to.
I doubt the engine uses this technique.
Sparks:
I got an error after trying to install http://akamai.cdn.ea.com/eadownloads/u/f/sims/sims3/patches/Sims3_1.17.60.009002_from_1.15.34.008002.exe:
Is it because I'm using Windows 7? Never seen this before.
Never mind. Patches are not patched in order.
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