MyWorld Meetup - 3/2/19
Theme: Custom shaders!
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A note about
shaders:
- This is a future plan – support will come after Alpha/Beta
-
Shaders are
special programs that run in graphics hardware that turn 3D models
+ data into pretty pictures
- Universal in 3D engines
- Tricky code to write – require much specialized knowledge, and may not work portably across engines/hardware
-
MyWorld will
allow users to create shaders in an easy, safe, and portable way –
shader nodes
-
Shader
nodes are easy and intuitive
- Drag and drop visual interface, no code – nodes are fed textures, mesh, other information and transform it into final result
- Safe too – engine generates the actual code for the hardware
- Extremely powerful, used by artists across CGI & game industry
-
Node graphs
aren’t actual shader code, so they’re portable to new
platforms
- Right now MyWorld runs on OpenGL 3.3 – in the future, will likely run on Vulkan
- Vulkan is a next-gen API for accessing graphics hardware, replaces OpenGL
- Vulkan shaders are different – nodes mean no issues with broken content moving to Vulkan or even other future rendering systems
-
Shader
nodes are easy and intuitive
-
Right now,
MyWorld is oriented around photorealistic rendering – PBR
-
Some people
will want to make stylized content that isn’t photorealistic
- Shader nodes can easily do that – and lots more!
-
Some people
will want to make stylized content that isn’t photorealistic
-
Questions
-
What
graphics features will be supported early on?
-
Initial
release uses PBR – photorealistic rendering. This won’t change
moving forward, but will improve
- Content created for PBR during alpha will always be supported moving forward
- PBR is industry standard, expanding very rapidly
- Devoting many resources to top of the line graphics as we move forward
-
Alpha (&
Beta) may lack some important features that will be added later
- First priority is to get MyWorld released and in users’ hands
- Once this happens we can begin collecting feedback and improving
- Example: MyWorld will only support mesh content initially, but will add CSG support later
-
Initial
release uses PBR – photorealistic rendering. This won’t change
moving forward, but will improve
-
Q (Zauberin)
– Using CSG shapes as culling volumes?
- Unlikely, but will investigate (using CSG to modify object directly is preferable)
-
Q (Zauberin)
– What about using node system to create geometry/mesh?
- Answer: Will investigate, may support in future.
-
What
graphics features will be supported early on?