Re: How Would You Visualize DOF in GL?

Date : Mon, 3 Mar 2008 10:51:58 -0800
To : XSI(at)Softimage.COM
From : "Alan Fregtman" <alan.fregtman(at)gmail.com>
Subject : Re: How Would You Visualize DOF in GL?
I also wouldn't mind being able to preview bump and normal maps
working in realtime in the viewport without having to hack some
DirectX shaders together, kinda like Maya does if you enable "High
quality rendering" in a viewport. (Yes, I know the Ultimapper can put
the shader for previewing a normalmap, but I wish it worked off the
bat right in the usual viewports.)

   -- Alan

On Mon, Mar 3, 2008 at 10:39 AM, Nick <nick.petit(at)gmail.com> wrote:
> And how about any kind of post 1980 lighting display? Quadratic/Linear
>  Falloff, shadows, soft shadows, gobos, PTC based GI and occlusion
>  etc... did I say falloff? 'Cos I really meant falloff... as in
>  anything has to be better than that vague representation in the form
>  of the 2 coloured disks that appear when holding down the B key...
>  XSI's OGL display in the lighting dept is nothing short of too arcaic
>  for words and in desperate need of some serious TLC...
>
>
>  On 03/03/2008, Raffaele Fragapane <raffsxsilist(at)googlemail.com> wrote:
>  > DoF I can sort of live without, but no form of moblur whatsoever in ogl is
>  > getting old fast (no pun intended).
>  > It's now like 90% of the shops doing character animation at a certain level
>  > have been screaming about it for a few years now is it? :)
>  >
>
>
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