Renzatic on 9/11/2013 at 05:13
Quote Posted by PinkDot
1) I think you could give a visual example of what you're talking about on the first page, about the alpha channel. It seems to be a concept deserving more thorough explanation.
All in due time. I plan on covering as much as I can with this (within reason...I do want to get this finished at some point), so yeah, I'll be throwing the wet wall example in there somewhere. For now though, I'm sticking to the bare basics. No neat tips or tricks, just "this is what this does and how you use it" explanations.
Quote:
2) I'm not sure if the definition of the source is clear. I always thought that SRC meant colour of a pixel currently on screen. DST would be a colour of a pixel from the texture you're overlaying it with. But again - these blend modes were always difficult for me to understand...
Nope. The DST is the color actively being rendered onscreen. Think of it as the SRC being the paint bucket you're drawing from, and the DST is your canvas. You're bringing a texture from A. your source, to B. your destination, and the material definition is you telling the renderer what to do with it.
One thing I do need to add is an explanation to what RGB values are. I talk about them quite a bit in the blends, but I haven't thrown out any definitions of it yet. Like how when I refer to a value, I'm talking about the color of an individual pixel, rather than the texture as a whole. Each texture will, of course, have as many RGB values as it has colors. I use a single RGB value in the explanations it's a helluva lot easier explaining the math when you're only dealing with individual colors, and the full textured example should (hopefully) give you a broader idea of what's going on.
Quote Posted by Zylonbane
Finally, I'm not a fan of PDF documents that use fancy bitmap backgrounds. This makes them a) harder to read, and b) use a shitload more ink when printed.
I'll concede point B, but for A, I picked that parchment texture (and faded it out a bit) because it's easier on the eyes than a pure white background, and has just enough yellow in it so it contrasts nicely with the black text. At the very least, it's easier for me to stare at for extended periods of time.
Once I'm done with it all though, I'll throw the .docx and .odt files out for anyone who wants to edit it themselves.
PinkDot on 9/11/2013 at 09:15
Quote:
Nope. The DST is the color actively being rendered onscreen. Think of it as the SRC being the paint bucket you're drawing from, and the DST is your canvas. You're bringing a texture from A. your source, to B. your destination, and the material definition is you telling the renderer what to do with it.
Ah, you're right. Thanks for explanation.
Looking forward to the finished tutorial.
Le MAlin 76 on 15/12/2014 at 00:40
There is no finished tutoriel ?
Anyone or Zylon have you try the lut function? (rgb INCIDENCE ...) ((
https://docs.unrealengine.com/latest/images/Engine/Rendering/PostProcessEffects/ColorGrading/RGBTable16x1.png) this that LUT color texture that NewDark use ?)
Whith the question of DST and SRC, could we use in render_pass
render_pass
{
texture\material\test
uv_source (LIGHTMAP? or TEXTURE?)
blend ...
}
render_pass
{
texture $lightmap
uv_source LIGHTMAP
blend...
}
Test.dds could be a shadow texture, and have correct blend parameters to apply test.dds in lightmap like a projected shadow. I have tested some things but no success now.