Shaders - Tile Free Texturing

Tiling is a common technique to texture terrains, but suffer from repetition, as it IS the same texture repeated a lot of times. How can this be improved? You could add multiple textures, but that doesn't scale well when the number

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Models - Guns Concepts

Here are some concept models ( and some not so concepts ) of guns for the Nanoattack demo. "...modern guns work by either electromagnetic propulsion ( aka Gauss Rifle ) or plasma acceleration. To provide that amount of energy, miniaturized Casimir

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Models - ZBrush Shadow Box in Blender

I allways try to prove that Blender is as least as powerful as the other software arround. Shadow Box, a nice feature of ZBrush, that allows you to create a mesh from 3 projections ( x, y, z ) can be

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Models - Roller Bug

Here's a model I found in the depths of my hard drive. Is a high-poly sculpt before of the times of Dynamic Topology in Blender, so there are a lot of polys. A lot.  Rendered in Cycles at 200 samples. No

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Shaders - Simple Brightpass Filter

In HDR rendering ( and LDR too ) is common to add bloom to the scene. To create it, you need to mask the bright parts of the scene, blur it ( NVIDIA has a nice constant-time Gaussian blur ) and

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Shaders - Fast Aproximate Screen Space Reflections

A while back, when working on my first engine, Atom Engine (DirectX 9), I played a bit with shaders for reflections. A fast but extremely hacky method to get them is to grab the pixel coordinates  (in screen space), and negate

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