marque_pierre Posted November 21, 2005 Report Posted November 21, 2005 Dear Klein, You call yourself a texture and shader artist. And since you are our resident guy in the know, a few questions about the future is in order. I keep hearing from my buddies involved with next gen development that we will see a lot of procedural shaders instead of textures in next gen. Any truth to that? And since making a procedural texture is very different from painting one or manipulating a photo into one, we need to start practising. Can you recommend any tools to pick up? Been looking at DarkTree for procedural textures. Do anybody use that in the industry? Basically I want to make sure I will not get left behind in next gen texturing, because of procedurals. Got any advice for us all Klein? Quote
Pericolos0 Posted November 21, 2005 Report Posted November 21, 2005 i dont think it will become the standard any time soon, only a few games can work that way (spore being the best example). Do people in the cgi business use procedural texturing for everything? I'm pretty sure that even in 10 years textures will still be created like they are today in 3d packages. There will just be alot more shader possibilties (and insane texture memory possibilities) and procedural textures will be used alot more, but i highly doubt if they are ever going to be used to create realistic enviroments. Quote
Kosmo Posted November 21, 2005 Report Posted November 21, 2005 But when you think about it, something has to be done, memory requirements keep increasing and already it becomes a bottleneck at 256 on a graphics card. Quote
kleinluka Posted November 21, 2005 Report Posted November 21, 2005 I'm working on a next-gen title and it's not that different from current-gen games like Splinter Cell and the like. There are normal, diffuse, specular, cube maps and then from time to time you get to create a fancy shader for a particular surface/material. Some things are completely shaderbased without any painting done at all but thats pretty rare... so...don't worry about it now. Quote
marque_pierre Posted November 21, 2005 Author Report Posted November 21, 2005 Okay, so how do you suggest one goes about learning to make shaders then? Any ressources out there, or just trial and error? Quote
Kosmo Posted November 21, 2005 Report Posted November 21, 2005 There actually is very little good resources on making materials, I have learned from various tutorials across internet, and one valuable resource was Brazil R/S manual that came with it. I was lucky to get my hands on it through a friend. Quote
st0lve Posted November 21, 2005 Report Posted November 21, 2005 I'd hate to make textures without painting or manipulating them Quote
kleinluka Posted November 21, 2005 Report Posted November 21, 2005 Okay, so how do you suggest one goes about learning to make shaders then? Any ressources out there, or just trial and error? well hmm good questions, its different from engine to engine anyway... I'd just wait till UE3 is made available to public Quote
Lee3dee Posted November 22, 2005 Report Posted November 22, 2005 awwww UE3. U lucky %$#^#$@. hehe Quote
Kosmo Posted November 22, 2005 Report Posted November 22, 2005 It's pretty safe bet to start working on UE since the volume UE3 is on use as we speak, there is not going to be a shortage on jobs in the future. UE3 is teh winnar! Quote
marque_pierre Posted November 22, 2005 Author Report Posted November 22, 2005 Hmmm. I think I might be barking up the wrong tree here. Perhaps the future of texture art in gamerdom is not gonna play out this way anyway... Just want to be prepared, is all. :roll: Quote
NRG Posted November 22, 2005 Report Posted November 22, 2005 Hey Pierre.. I think it is a safe bet that real time procedural textures used everywhere in games is alittle off in the future yet (if it ends up happening at all). Basically, it boils down to shaders. So yeah, once Unreal 3 comes out.. have a look at it.. The shader system is simply awesome. After playing around with it for a while, you'll know what I mean. But thats what I would advise forcusing on for sure... the shader aspect of things, and not to worry too much on the procedural side for now. Cheers, NRG Quote
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