tobspr / RenderPipeline

Physically Based Shading and Deferred Rendering for the Panda3D game engine
https://github.com/tobspr/RenderPipeline/wiki
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Contribution - Material and Physics Calibration Scene #69

Open RodrigoMedeirosRS opened 7 years ago

RodrigoMedeirosRS commented 7 years ago

Hello!

Today a not come here to report a bug, but i am here to contribute with the project, with a new tool, a Material / Physics Calibration Scene:

https://youtu.be/yMH74Ie5Hjo

Features:

Link for Download: https://drive.google.com/open?id=0BwmAR8xnyflqNUdvSVJiNXBBRE0

tobspr commented 7 years ago

Hey, cool!

However, how is this different from the possibilities the material editor offers? I mean, its certainly cool to have your models reloaded, but the preferred model format for the RP is bam, which you can't hand edit easily. It might probably make more sense to write out the changed models back to bam or so I think - I will see if I implement this at some point.

Cheers, Tobias

RodrigoMedeirosRS commented 7 years ago

I have use the egg files only because he is a standard format adopted by our team. We prefer tu use only one file format for each type of thing, and we have selected the egg only because he has a animation support. But the material editor works normaly with the bam files.

You can use the reload function with the bam format too, so you can edit the model into blender, and see the results into the material editor ;)

I will replace the models to bam format into next week, and re-up the project ;)

RodrigoMedeirosRS commented 7 years ago

The real intention behind the Material and Physics Callibration is make more easier for to 3D designer / artist to create materials and colliders on Panda3D/Render Pipeline. Generaly, the artists do not know much about programaton, but with the material calibration, he can see specific details into the models, and set the collider with much more precision without the need to have any significant knowledge about programming.