V4 - Model Material scripting via LUA.

Mach3DS

Charter Member
There is an entirely new section for model materials in the ask. Developers pay attention. This is a big deal. Check out the SDK.
 
I have read the new SDKs mat section and didn't find anything new - at least on my first pass. Did I miss something?


Cheers,
Mark
 
Hmmm....not sure. I had both up at once and noticed that this wasn't in the v3 SDK document that is linked from the website. So it's definitely new to me! Also new is heat mapping and IR imaging.
 
I spotted that as well as the ability to play sounds from within an xml gauge using a Lua script. Lots of possibilities for development with those two options.
 
This is the kind of development the LM guys are doing. They build the infrastructure and open the flood gates for the Developers to come up with new ways to use the tools. Very thoughtful long term strategy. The more I read the more I like. Because devs will have the complete control on what they can create. You can also now offset the per pixel detail textures...so, being 64bit we could actually achieve a type of self-reflection...so although it's not PBR, you could potentially achieve the same look? Also there is post processing real time via LUA script...so technically we could achieve realistic rain effect with warped vision through the rain droplets? Many possibilities.
 
I realized the heat and IR mapping, as well as the reflections. I don't see PBR like maps though, or anything that could be compared. So the rendering engine is definitely not PBR. It's the old specular arrangement, enhanced by DX11 capabilities.

I don't gripe about it though. We can design in PBR and burn the most relevant maps (e.g. AO) into the diffuse or specular maps, and the bump mapping is just the same. So at least it looks somewhat like PBR and designing in that workflow is really interesting and can produce spectacular results, I must say.

I'm sure at some point down the road the engine will switch to PBR and all is well. Taking the sim toward 64bit was more important, IMO.


Cheers,
Mark
 
I realized the heat and IR mapping, as well as the reflections. I don't see PBR like maps though, or anything that could be compared. So the rendering engine is definitely not PBR. It's the old specular arrangement, enhanced by DX11 capabilities.

I don't gripe about it though. We can design in PBR and burn the most relevant maps (e.g. AO) into the diffuse or specular maps, and the bump mapping is just the same. So at least it looks somewhat like PBR and designing in that workflow is really interesting and can produce spectacular results, I must say.

I'm sure at some point down the road the engine will switch to PBR and all is well. Taking the sim toward 64bit was more important, IMO.


Cheers,
Mark

Great comments Mark! Totally agree. I think they have the benefit of Not having to worry about making everything flashy all at once and laying down the depth of foundation first.
 
Right! So it's up to us to make it flashy :)


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