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The pixel shader that we will create in this tutorial will be capable of lighting the objects in our scene using point lights, spot lights, or directional lights. In order to improve the level of realism, we will use shaders to compute per-pixel lighting information for the objects in the scene.
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Texturing alone often does not capture the details required to make objects in our scene seem realistic. Using the power of the programmable shader stages provided in DirectX 11, we can interpret texture data any way we want and use that texture data to determine the final look of the objects in our scene. Any type of data that we might want to define for the surface of an object can potentially be encoded in a texture such as diffuse color and opacity, ambient and emissive values, specular color and specular power, surface normals (also known as normal mapping), or translucency values, etcetera. Textures can be used to store more than simply color information about an object. Texturing is the process of mapping 2D dimensional images onto 3D dimensional objects. If not, please first read the previous article Introduction to DirectX 11.
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In this article, I assume that you already know how to setup a project in Visual Studio 2012 or Visual Studio 2013 that can be used as a starting point for this application. Target Set – A set of high-resolution target objects.This article is a continuation of the previous article title Introduction to DirectX 11. Max depth – The maximum distance from the low-resolution point at which to look for a point on the high-resolution mesh. This might prevent artifacts in certain cases, although the default value of 0.0 should work fine for the majority of situations. Ray offset – Start looking for high-resolution points at some distance along the chosen normal. Normal – Specifies whether to project the points of the low-resolution mesh onto the high-resolution mesh using smooth normals or geometric face normals. Closest – Two rays are traced in both directions and the intersection that occurs closest to the surface is chosen. Inside first, then outside – Same as "Outside first, then inside" but in reversed order. If no intersection occurs, then a second ray will be traced in the opposite direction of the normal vector. Outside first, then inside – The ray will first be traced along the normal vector. Inside Geometry – The ray will be traced in the opposite direction of the normal vector.
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Outside Geometry – The ray will be traced along the normal vector. Mode – Specifies the direction of the traced ray: This is done by "projecting" the bake points from the low-resolution mesh onto the high-resolution mesh and using the high-resolution mesh for shading. Projection baking allows to bake the properties of a set of dense high-resolution meshes onto the UV space of a lower resolution and simpler mesh. Lock bucket X/Y – Locks the Y Bucket size to the X Bucket size.īucket X/Bucket Y – Specifies the bucket size when Custom bucket size is enabled. Tile range – Specifies the UDIM tiles to bake as a numeric range.Ĭustom bucket size – Specifies a custom bucket size for the baking. UV Region – The UV region min and UV region max attributes are used to specify the portion of the UV space to bake. If this option is enabled, V-Ray will produce one texture for each UV tile.Ĭlamp UDIM region – Bakes only a part of the UV space to UDIM textures.Ĭlamp type – Specifies how to determine which part of the UV space to bake to UDIM textures. UDIM baking – Enables baking to UDIM textures. UV region min/UV region max – These attributes specify the UV domain to bake.
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Otherwise the resolution will automatically be set to the closest power of two value.īaked image width– The width of the baked texture.īaked image height – The height of the baked texture. Power of two resolution – When this option is off the user can set any values for the resolution. Lock width/height – Locks the width/height ratio of the exported texture. If empty, the global baking texture path will be used. Output texture path –Overrides the output path for the baked textures. UV set – Specifies the UV set that is going to be used for the texture baking.Įdge padding (dilation) – The number of pixels to expand around geometry.Ĭompute samples with rays from camera – When this option is enabled, V-Ray shoots rays from the camera per-object to bake them.įile name prefix – Specifies a prefix to be used when saving to file.