It looks like a great shader, I have a question, I'm new to coppercube! Can I use this shader on my entire game (including terrain/landscapes/houses) or just on objects? thanks
Hi there, I don’t recommend purchasing this shader anymore, as there is a major bug in the latest version of this shader that affects the performance. However the shader can be used on any object including animated meshes, it also works with the terrain, but it is not recommended to use it with terrain as it will cause some weird artifacts, where the texture blends into each other in the terrain.
Hi there thanks for your comment , your concers are true, but the previous versions of the shader works perfectly fine without any bug, only the latest version which is not 20 USD, it is actually 30 USD has bugs in it, and I don’t recommend anybody to purchase it. I will probably restrict the latest buggy version of the shader, so that it won’t cause any confusion.
So when you look at something buggy you might also look at its previous versions, Coppercube itself has so many bugs since version 1 and yet are not fixed, but I am working on finding a solution to fix the bug. The shader works as expected but when you have huge scene with tonnes of lighting you will face FPS drops. Functionality wise there is no bug in the shader, but I don’t want people to purchase it and then later encounter the performance issue. I will probably hide “version 4” until I find a solution for the performance drop.
Thanks :) You should spend your money on buying assets for your games or to purchase other extensions or things that might be valuable to you.
I just tried your dinosaur shader sample and simply swapped over the box only and ran it. The normal texture was sharpened (ie darker black lines) but the normal mapping (ie 3d effect) was lost...
The Dino example and all the other examples, in that zip, uses old version of the shaders, There is a normal Depth parameter in the newer version, you can use that to give more depth to the object, by setting it from 0 to 1, 0 means more depth, 1 means flat texture. Give it a try and let me know if that doesn't help, Normal mapping does work, but the only issue I found is that the default normal maps react to light a bit and mine doesn't.
I got a slight shine to work but when run removed any normal mapping on each of the versions....please review this shader and let me know- ie run with normal map before anything then run your shader to confirm still working...
What issue are you facing exactly, I tried running the shader on an object that has default normal mapping applied to them, and then I run the shader, and it still runs on that model. if you can please explain in more detail, maybe I can fix the issue or bug if there is any.
I have a 3d mesh (default box) and have default CC normal mapped textures on it showing the 3D shape that sticks out of the object due to point light lighting - ie it has a 3D look to the textures. This is setup as dynamic lighting of course.
When I add your shader on to it, tried every possible scenario I can think of and when run it removes the 3D look to it totally and only sharpens the normal mapped texture on the surface - ie no real normal mapping at all....are you sure your not confusing sharpening for actually normal mapping ?
Please use a real normal mapped sample when checking that doesnt have smooth surfaces to check...
Yes, you are right, Normal doesn't seem to react to the light, Instead, it looks as if they are blended over the Diffuse texture, Hopefully, this will be fixed in the next Update. Thanks, for reporting, I wonder why nobody has reported that issue. It will be fixed soon enough.
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from where do I get IrrEDIT?
didn't say that I need this for the shader to work
great …
You need to enable irredit/irrlicht tools from CopperCube Tools>Options>Editor>Show Irredit/irrlicht options, then restart the editor.
As irredit/irrlicht is a part of Coppercube, there was no need to mention it. It is just hidden by default you need to enable it.
thanks
I really never noticed that one.
It looks like a great shader, I have a question, I'm new to coppercube! Can I use this shader on my entire game (including terrain/landscapes/houses) or just on objects? thanks
Hi there, I don’t recommend purchasing this shader anymore, as there is a major bug in the latest version of this shader that affects the performance. However the shader can be used on any object including animated meshes, it also works with the terrain, but it is not recommended to use it with terrain as it will cause some weird artifacts, where the texture blends into each other in the terrain.
ty
question:
you are selling a shader that is buggy for $20 ?
have you considered fixing the shader?
I'd happily pay you 20 for it but not for a broken shader
suggestions?
Hi there thanks for your comment , your concers are true, but the previous versions of the shader works perfectly fine without any bug, only the latest version which is not 20 USD, it is actually 30 USD has bugs in it, and I don’t recommend anybody to purchase it. I will probably restrict the latest buggy version of the shader, so that it won’t cause any confusion. So when you look at something buggy you might also look at its previous versions, Coppercube itself has so many bugs since version 1 and yet are not fixed, but I am working on finding a solution to fix the bug. The shader works as expected but when you have huge scene with tonnes of lighting you will face FPS drops. Functionality wise there is no bug in the shader, but I don’t want people to purchase it and then later encounter the performance issue. I will probably hide “version 4” until I find a solution for the performance drop.
Thanks :) You should spend your money on buying assets for your games or to purchase other extensions or things that might be valuable to you.
I just tried your dinosaur shader sample and simply swapped over the box only and ran it. The normal texture was sharpened (ie darker black lines) but the normal mapping (ie 3d effect) was lost...
The Dino example and all the other examples, in that zip, uses old version of the shaders, There is a normal Depth parameter in the newer version, you can use that to give more depth to the object, by setting it from 0 to 1, 0 means more depth, 1 means flat texture. Give it a try and let me know if that doesn't help, Normal mapping does work, but the only issue I found is that the default normal maps react to light a bit and mine doesn't.
The issue has been fixed now, just released version 3.4 with the fix.
I got a slight shine to work but when run removed any normal mapping on each of the versions....please review this shader and let me know- ie run with normal map before anything then run your shader to confirm still working...
What issue are you facing exactly, I tried running the shader on an object that has default normal mapping applied to them, and then I run the shader, and it still runs on that model. if you can please explain in more detail, maybe I can fix the issue or bug if there is any.
I have a 3d mesh (default box) and have default CC normal mapped textures on it showing the 3D shape that sticks out of the object due to point light lighting - ie it has a 3D look to the textures. This is setup as dynamic lighting of course.
When I add your shader on to it, tried every possible scenario I can think of and when run it removes the 3D look to it totally and only sharpens the normal mapped texture on the surface - ie no real normal mapping at all....are you sure your not confusing sharpening for actually normal mapping ?
Please use a real normal mapped sample when checking that doesnt have smooth surfaces to check...
Yes, you are right, Normal doesn't seem to react to the light, Instead, it looks as if they are blended over the Diffuse texture, Hopefully, this will be fixed in the next Update. Thanks, for reporting, I wonder why nobody has reported that issue. It will be fixed soon enough.
The issue has been fixed now, just released version 3.4 with the fix.
great thanks - will take a look.