Blender 2.8 outdoor scene file download






















Similar to texture registers, you can either explicitly assign a sampler to a register in the shader or you can rely on the automatic register assignment made by the shader compiler. You do not need to define a sampler for each texture in your shader. All textures can be sampled using the same sampler object. You only need to create a sampler for each unique sampling mode that you want to use in your shader see the section titled Texture Sampler for a description of the different sampling options you can define.

The first few lines of this shader define a few constants. On line 8 the texture object is defined. By default, the Texture2D type defines a texture object which returns a float4 vector when sampled. Each component of the float4 return value contains the red, green, blue, and alpha color components of the sampled texel. The color values will be normalized in the range [ The texture is assigned to texture register 0. In the application, we will bind a texture to the first texture slot slot 0.

Binding the texture in the application will be shown later. On line 9 a texture sampler is defined. The properties of the texture sampler will be defined in the application. The sampler is assigned to sampler register 0. In the application, we will assign a sampler object to the first sampler slot. We will define a struct which will hold all of the material properties described in the section titled Material Properties.

Most of the material properties were described in the section titled Material Properties except the UseTexture boolean property declared on line If the object should have a texture applied, the UseTexture boolean property will be set to true and the texture color will be blended with the final diffuse and specular components to determine the final color. If the UseTexture boolean property is set to false then only the material properties will be used to determine the final color of the object.

This is only done to make sure that the size and alignment of this struct matches that defined in the application. The MaterialProperties constant buffer declares a single variable called Material. We will use the Material variable to access the material properties in the shader. For the properties of a light source, we will define a struct which contains all of the properties described in the section titled Light Properties.

The Light struct contains properties for an individual light source. Again, it is not necessary to explicitly add this padding to the Light struct in HLSL but the padding will be implicitly added to the constant buffer anyways.

The LightProperties constant buffer defines the EyePosition uniform variable which is the position of the camera in world space, the GlobalAmbient uniform variable declares the ambient term that will be applied to all objects in the scene. The Lights array stores all the properties for the eight lights that are supported by this pixel shader. We also need a Light variable to extract the light color and modulate it by the dot product of the light vector and normal vector.

Here we see an application of the functions defined in the previous section titled Diffuse. The specular contribution is computed slightly different for Phong and Blinn-Phong lighting models. Refer to the previous section titled for an explanation of the Phong and Blinn-Phong lighting equations. On lines 69 and 70 the Phong lighting properties are computed. On line 69, the reflection vector is computed using the reflect function in HLSL.

This function takes the incident vector the incoming vector and the normal vector to reflect about. Since the incident vector points from the light source to the point being shaded, we need to negate the L vector since the incident vector actually points in the opposite direction as the light vector. On line 73 and 74, the Blinn-Phong lighting properties are computed.

The DoAttenuation is used to compute the attenuation factor for a light source. The DoPointLight function will be used to compute the diffuse and specular contributions of point lights. On line 98 the attenuation factor is computed using the DoAttenuation function defined earlier,. On lines and the diffuse and specular terms are computed. The attenuation factor is multiplied by diffuse and specular terms so that the intensity of the light is reduced as the distance to the light source increases.

The DoDirectionalLight function is used to compute the diffuse and specular contributions of directional light sources. The DoSpotCone function will compute the intensity of the light based on the angle in the spotlight cone. The DoSpotLight function will be used to compute the diffuse and specular contributions for a single spot light.

As the angle between these two vectors increases, the intensity of the light decreases. The cosine function is used on line to convert the spotlight angle expressed in radians into a cosine value in the range [ This is the largest angle of the spotlight cone.

The variable is called minCos because the largest angle in radians is the smallest cosine value The cosine of a 0 degree angle is 1 and the cosine of a degree angle is This graph shows the functions of the maximum and minimum cosine functions of the spotlight cone. The DoSpotLight function is used to compute the diffuse and specular contribution of the spotlight taking both attenuation and the spotlight intensity into consideration. Similar to the point light, the spotlight uses the DoAttenuation function on line to compute the attenuation factor of the light.

On lines and , the diffuse and specular contributions are computed using the DoDiffuse and DoSpecular functions and the result is combined with the attenuation and spotlight intensity to compute the final lighting contributions. Now we can put everything together to compute the total lighting contribution for all of the lights in the scene.

The ComputeLighting function computes the total diffuse and specular lighting contributions for all of the lights in the scene. The [unroll] directive specifies that the for loop should be automatically unrolled [17].

Doing this may improve performance at the cost of instruction slots used by the shader. With the [loop] attribute specified on the for loop, the compiled shader uses approximately instruction slots. With the [unroll] attribute specified on the for loop, the compiled shader uses approximately instruction slots. If you have a large shader and need to minimize instruction use, you should specify the [loop] attribute on for loops if any in your shader.

If your shader is relatively small like this one then specifying the [unroll] attribute on the for loops in your shader may improve the performance of the shader. The for loop on lines will loop through the Lights array, skipping lights that are not enabled. The main entry-point function for the pixel shader is called TexturedLitPixelShader.

The PixelShaderInput structure defines the input parameters to the pixel shader. The layout and semantics of this structure must match the layout and semantics of the VertexShaderOutput structure defined in the vertex shader. On line , the specular and diffuse lighting contributions are computed using the ComputeLighting function defined earlier.

The rasterizer stage is responsible for performing any interpolation on vertex attributes before they are passed to the pixel shader stage. This interpolation process can cause normalized vectors to become unnormalized.

To avoid any issues due to the normal attribute becoming unnormalized, we should renormalize the normal attribute before we use it for any lighting calculations. On lines the materials properties are combined with the lighting contributions to compute the final color according to the formulas described in the section titled Lighting.

On line the final pixel color is computed by combining the emissive, ambient, diffuse, and specular terms and modulating it by the texture color. Now that we have defined the shaders that will be used by our DirectX demo, we can create the demo application that will be used to render a scene using these shaders. The demo shown here uses the window and DirectX initialization code shown in the article titled Introduction to DirectX I will not show any of the window or DirectX initialization code here but I will assume that you already know how to initialize a DirectX 11 application.

The walls and a sphere primitive will be textured. The final scene should look something similar to the image shown below. A single wall of our Cornell box scene is going to consist of a single plane primitive. We are going to use instance rendering so that we can render all six walls of the Cornell box using a single draw call.

In order to position the wall correctly in the scene, we will need to pass the world matrix of a single wall instance together with the vertex attributes that define a wall. The VertexPosNormTex structure defines the per-vertex attributes that will be passed to the vertex shader.

The PlaneInstanceData structure defines the per-instance attributes that will be passed to the vertex shader. This index buffer defines a pair of triangles that make up a plane. The PerFrameConstantBufferData struct defines a single parameter that will be used by the multiple instance vertex shader described in the section titled Multiple Instance Vertex Shader. When rendering only a single instance of an object, we can pass the world, inverse-transpose, and model-view-projection matrix in a single constant buffer.

The LoadContent method is used to load textures and initialize the geometry that will be used by this demo. You should make sure that you have a valid DirectX device, context, and swap-chain before you load any content here.

The LoadContent method is quite long so I will only show the relevant parts of this function. If you want to see the entirety of this method, you can download the source code at the end of this article. The EffectFactory can be used to load textures and create the shader resource view that is required by the pixel shader to apply the texture to the objects in our scene.

Before we can use the EffectFactory class to load textures, we must create a new instance. The constructor for the EffectFactory needs a pointer to the Direct3D device so that it can create the texture buffer and resource view for the texture. The EffectFactory::SetDirectory method is used to specify the default prefix for the asset folder location.

We have create two texture objects but we will be sampling both textures in the same way so we only need a single sampler object which we will bind to the pixel shader later. Similar to many resources in DirectX, in order to create a sampler, we first create a sampler description and then create a sampler object from that description. The MaterialProperties struct must match the layout of the MaterialProperties struct declared in the pixel shader. The size of both of these structs is exactly 80 bytes which is equivalent to five 4-component vector registers.

We have defined 3 basic materials. The defaultMaterial is applied to the globe in the front of the scene, the greeMaterial is applied to the walls, the redPlasticMaterial is applied to the box in the back-right side of the screen, and the pearlMaterial is applied to the torus. If you would like to try some different materials for yourself, the table below lists a few interesting materials [19] :.

I have already shown how to setup vertex buffers and index buffers for geometry in the article titled Introduction to DirectX 11 so I will not show it here. On line we need to make sure that the per-instance attribute array is aligned to bytes because of the XMMATRIX type requires this to work correctly. There are six walls for our Cornell box so we need to allocate space for six array elements. On line we initialize some variables to help construct the transformation matrices required to position and orient the six planes correctly in our scene.

Our plane geometry is initialized as a unit-plane width and height is 1. To accomplish this we scale the plane in the X and Z axis by 20 units. This introduces an non-uniform scale into our model which may cause the normals to become skewed if we transform them by the world matrix directly.

To avoid any skew on the normals, we must compute the inverse-transpose of the world matrix and use the inverse-transpose to transform the normals of the plane. Since there is no inverse intrinsic function in HLSL, we must perform this calculation in the application and pass the matrix to the vertex function as an instance parameter.

Now that we have defined the per-instance attributes for the six walls of our room, we need to create a vertex buffer so that we can bind it to the input assembler stage. The resourceData should contain the pointer to our per-instance attribute data that we just defined. Now we need to load the multiple-instance vertex shader and define the input layout that describes the layout of the per-vertex and per-instance attributes that are going to be sent to the vertex shader. On line , the instanced vertex shader is loaded using the technique described in the Introduction to DirectX 11 to load the shader byte array from a precompiled shader object defined in a header file.

This indicates that the data for the per-vertex attributes will come from the first vertex buffer bound to the input assembler stage and the data for the per-instance attributes will come from the second vertex buffer bound to the input assembler stage. You should also note that the two matrices for the per-instance attributes each consume four 4-component vector registers and must be bound to the appropriate index and by specifying the semantic name four times for each matrix and using the DXGI format of a single row or column of that matrix for each input element description.

We set this to 1 for the per-instance data which indicates that these attributes should be stepped for every individual rendered instance. The lights in the scene will be animated. We will make them move around the scene in a circle. To perform the light animation, we will update the the position of the lights in the scene in the Update function.

On line , we update the EyePosition parameter with the world space position of the camera. This parameter is required to compute specular reflections correctly. The LightColors , LightTypes , and LightEnabled arrays defined on lines , , and respectively simply provide a convenient place to tweak the settings for our lights and see how this changes the result of our scene. In the for-loop on line , we iterate the lights in the scene setting their parameters accordingly.

On line the position of the light in world space is computed using our trigonomic friends the sin and cos functions. June 23, at pm. June 29, at pm. June 30, at pm. August 31, at pm. Thanks Greg. Where are getting the 2x crop factor from? November 8, at pm. November 17, at am. December 25, at pm. January 26, at am. Hello there! January 26, at pm. March 1, at pm. July 14, at pm.

May 5, at pm. And thanks :. June 10, at pm. Thanks, David. Thanks so much for that and I really appreciate your quick reply. July 13, at am. July 13, at pm.

July 14, at am. Thnx a lot again! I normally do increments of 2 EVs, and shots depending on the dynamic range required. Have a nice day! July 30, at am. August 1, at am. August 4, at am. August 4, at pm. August 12, at pm. August 3, at pm.

August 14, at pm. One question Greg about ND Filters. Do you use Vari ND or Regular? August 15, at am. Google is your friend ;. August 16, at am. August 16, at pm. So… Thnx anyway! And with our 1. August 20, at am. August 23, at pm. I found something. Channel Mixer… Very important tool in Photoshop. August 27, at pm. February 6, at am. Hi, Thanks for this tutorial, I have a few questions: what is the frames and sequence equivalent in your bracketing camera settings to shooting with a nikon dslr or fujifilm xa3?

February 6, at pm. February 10, at am. February 10, at pm. February 12, at pm. October 24, at pm. Hi and thanks a lot for this detailed tutorial. October 25, at pm. Glad it helped : Raw images from cameras are not 32 bit. November 27, at pm. February 3, at pm.

February 5, at pm. March 16, at am. I will try this, i have two lens and wonder if you can suggest me what would you rather to use I have a canon 80D with a 8mm fish eye and also have a 10mm wide normal len. Create New Collection. Learn more. On the other hand they allow us to improve our content for you by saving and analyzing anonymized user data. They are FREE of charge. More info only visit in all3dfree. Wide-beam light distribution.

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