Wings3D viewport shader

Wings3D viewport shader

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rattle
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Wings3D viewport shader

Post by rattle » 20 Feb 2015, 00:28

If there's still people around messing with Wings, I've worked on a viewport shader that replaces the Hemispherical Lighting shader that comes with it.

The shader renders normal maps, specular lighting and rim light for funsies.

Here's an example:
Image


Image

The shader takes diffuse and normal maps as inputs.
Material diffuse color gets applied as well.

Ambient now controls the color for the rim lighting and is ignored.
Specular controls the color of the specular highlights.
Shininess controls the intensity of the specularity as well as the rim lighting.

To disable rim or specular lighting set the respective colors to black.

At this moment it is not possible to use a spec map or any other maps or use additional lights because the program is very limited in what it exposes. Could possibly hardcode some custom lights...

Extract both files to ..\wings3d_1.5.3\lib\wings-1.5.3\shaders or what ever your version of Wings is and make a backup of the original shader if you want to.

I take no responsibility for any harm caused etc.. ;)
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shaders.zip
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Last edited by rattle on 21 Feb 2015, 02:34, edited 1 time in total.
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smoth
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Re: Wings3D viewport shader

Post by smoth » 20 Feb 2015, 01:30

Image
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rattle
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Re: Wings3D viewport shader

Post by rattle » 22 Feb 2015, 08:39

Image

I think it looks pretty good, not necessary but having a material similar to zbrush clay isn't bad.
Might add roughness / metallic by using the internal cube map later controlled by the emissive channel as a make shift slider..
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