3D game licensing question, again...
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Hello,
I know that I need an extra licensing using any 3D content in 3D games, that's not the question.
What I'm not able to find out for sure is what is the rule with content that is already 2D like brushes, images, ...?
What is with shaders used on own 3D objects and used as texture after rendering?
Thanks in advance for any information.
With kind regards,
Ruediger Kabbasch
Comments
Baking a texture from a shader should not require the game developer license, it's allowed for content creation after all. Brushes generally have their own licenses, since they are used in a different way - often they prohibit their use in texture creation but allow it in image creation (obviously) so you may need to check with the author. 2D elements such as plant billboards would require a Game Developer License as you are essentially using them as you would any 3D model.
One, send a ticket to DAZ Legal with your question. They are in the best position to give you an answer. Also check the read me's for each products. You can also contact the individual vendors/artists who hold the copyrights to the products. If you purchased the product here in the DAZ store under the standard EULA, that's pretty much what you are bound by. If you use these brushes or images in your game, is there a chance they can be extracted and used by someone else?
What shaders? One's you create yourself in shader mixer or commercial shader packs you have purchased? If you use the shaders in a render and then sell the render, you are covered under the EULA. If you create a model and use a commercial shader that is not a merchant resource, then no.
Interesting. So, is this a general rule ?
Interesting. So, is this a general rule ?
As far as I am aware it is - this does apply to shaders with any maps created or owned by the potential distributor and with values set by the distributor though, not to shader presets using existing maps or set-ups.
As far as I am aware it is - this does apply to shaders with any maps created or owned by the potential distributor and with values set by the distributor though, not to shader presets using existing maps or set-ups.
Thanks, Richard.
Makes sense when i think of it further, since you wouldn't be distributing the shader itself.
Thanks for your feedback. I guess it's best to ask the PA to be sure.