Jump to content

Mforge on Global Illumination


Diego
 Share

Recommended Posts

Hi,

 

I trying to use MForge in a project now that it is a 64bit shader.

 

But all my cool settings looks really different if GI is activated.

 

Attached a sample of what I am getting with the Colored metal sample doc.

 

Please if anyone knows what parameters need to be change in order to get the same results, it looks that it is somethig with the specular parámeter.

 

Thanks in advance.

 

Diego

post-35-0-99629600-1355834600_thumb.jpg

Link to comment
Share on other sites

Hola Diego

 

It's a pipeline limitation, specuars of GI lights are unachievable for "illuminator" shaders like MForge. Setting "Use GI Sampling engine" tells render to calculate this light in GI pass and store illumination in GI buffer fоr further interpolation. If a material has highlight shaders (such as Anisotropic) their specular will be calculated for each ray. However there is no way to do same for MForge because it takes a whole control over material and can be called only once per (sub) pixel.

 

Well, "nothing is perfect" (banal but true :shy:)

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

×
×
  • Create New...