Difference between revisions of "Lesson 6 - prime directive"
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*# optional: Fix the lava from the VertexShader output side, where v1 is created. | *# optional: Fix the lava from the VertexShader output side, where v1 is created. | ||
+ | ---- | ||
+ | With that background, let's go back to the Lava, but fix it from the VertexShader this time. | ||
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+ | The | ||
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+ | * Fix Lava effect using the prime directive. | ||
+ | *# Run TheBall, and load up a Lava level. | ||
+ | *# Shader hunt for the VertexShader this time. Note the non-obvious shader makes it all dark. | ||
+ | *# Exit out and move the found shader to ShaderOverride. | ||
+ | *# Edit the shader | ||
---- | ---- | ||
− | Quiz: Go to the end of the demo, and | + | Quiz: Go to the end of the demo, and fix the broken water using the prime directive. |
* Fix the water shader at the last level. | * Fix the water shader at the last level. | ||
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*# Experiment with it to fix it to where it's acceptable. | *# Experiment with it to fix it to where it's acceptable. | ||
*# Save a screenshot to your personal page. | *# Save a screenshot to your personal page. | ||
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Revision as of 21:10, 20 September 2014
Summary
Now it's time to talk about how stereo 3D is created, and the math behind it.
Level of difficulty: Easy
Time required: 30 minutes
Video Walkthrough on YouTube, pt 1 ...
Video Walkthrough direct download link, pt 1
Video Walkthrough on YouTube, pt 2 ...
Video Walkthrough direct download link, pt 2
Objective
Review and understand the principles behind stereoscopy.
Learn about the prime directive formula, and how to apply it.
Quiz
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After we've found a broken shader, we want to disable or fix them. We can't always do the easiest fix though, and this is where ..
We'll step back into The Ball for a minute to get a first glimpse of the 3D formula.
- Fix Lava effect, not just disable it.
- Lava in The Ball is perfectly usable now, but we saw the Unreal fix earlier.
- Unreal fix did not function, but we can make it work, using HelixMod inputs.
- Edit shader file to use HelixMod stereo texture, instead of game based one.
- Fixed in 3D, not just disabling a piece of it.
The best background for how 3D works is a presentation from NVidia for GTC2010.
http://www.nvidia.com/content/GTC-2010/pdfs/2010_GTC2010.pdf
It seems like everyone in this class is going to have a reasonably good idea for the basic principles of stereoscopy, so I'm not going to go into those basics. It would still be worth reading this paper for a refresher and to get the terminology that NVidia uses.
- Experiment on lava shaders.
- Inspect and experiment on lava in PS.
- In pixel shader, try changing each texld to invisible.
- Those don't work, look next at the input section with interesting stereo fix.
- See that v1 is an input location.
- Experiment by changing v1 to null.
- Fix lava by killing one texture instead of the entire shader.
- optional: Fix the lava from the VertexShader output side, where v1 is created.
With that background, let's go back to the Lava, but fix it from the VertexShader this time.
The
- Fix Lava effect using the prime directive.
- Run TheBall, and load up a Lava level.
- Shader hunt for the VertexShader this time. Note the non-obvious shader makes it all dark.
- Exit out and move the found shader to ShaderOverride.
- Edit the shader
Quiz: Go to the end of the demo, and fix the broken water using the prime directive.
- Fix the water shader at the last level.
- Play through to the giant worm at the end, it's not far.
- See the water has double-imaging like the water in the hall earlier.
- Find the shader for the water effect.
- Disable it. Note that it's really not good enough disabled.
- Experiment with it to fix it to where it's acceptable.
- Save a screenshot to your personal page.