I've been experimenting with the ‘Quad Remesher’ plugin from https://exoside.com/quadremesher/ to be able to quickly turn a set of overlapping box meshes into a single quad mesh:
Their algorithm doesn't solve intersections in the geometry - it only re-topologizes the individual piece…
For this project (an RTS game) I wanted to see if I could model all level terrain as a subdivision mesh.
I did try this before, but ran into the issue of the terrain appearing too lo-res and featureless in-game and textures not looking great around UV seam areas:
Thes…
In the game, transportation of goods is handled by little drones you can build/purchase at factories located across the map. You don't control these directly, so it'll require some pathfinding to get them around.
Because the map is too large to cover with a (dense enough) regular grid, I generate a …
Hello.
Finally some dynamic indirect lighting in the renderer!
[media][/media]
(this uses a single ambient light source (an environment map) only)
It's fairly lo-res, but it's good for things like "walking through a dark cave" or "a giant spaceship hanging overhead".
On the cpu side, I look for a d…
Hello,
A while ago I fiddled a bit with an offline translucency technique as discussed here: https://www.gamedev.net/topic/653094-baking-a-local-thickness-map/. Never officially made it part of the baking pipeline, even though it should only be a small extension - still just flip and ray test those…
Hello again,
Updated my lightmapper to bake full indirect diffuse as opposed to only an ambient occlusion term. It now also captures a viewpoint dependent occlusion mask that lets the environment cast a silhouette onto any reflective surfaces:
Also added a 'bias & gain' option to the multitex…
Hi!
Wasted an entire week trying to salvage this plan I had for a new depth of field shader. To up the performance, I came up with this really awkward mipmapping scheme, because for some reason I was convinced the weighted blending filter needed wasn't separable. A few minutes reconsidering this ju…
Something I've vowed several times I'd never do again: hand-paint a skybox.
The outdoor cloud-ish type specifically:
Painting clouds is all fun and fulfilling, until you need to fill out a full 360 degree view with dozens of them.
I preferred to draw a cloud scene as a spherical environment map; …
I got to the point where I could generate objects similar…
Instead of going down the iso-surfacing road like earlier attempts, I now take a more boolean-like approach. This in the sense that I no longer convert the input geometry into an intermediate distance field, but keep it in its original b-rep form througho…
Finally got around to add an ambient occlusion baker to the pipeline.
I'm baking it all to vertex maps, as these give generally good results and avoid the hassle and memory demands of having to assign unique texture space to every triangle in a mesh. Meaning I could no longer use the render-to-…
As base building blocks I use a series of SubD shapes as they avoid making everything look too angular. The older mesher used to make a mess of curved surfaces, but this version handles them well. These basic chunks have all their uvs, splat m…
Modo's 'shader tree':
It's a peculiar thing at first: instead of creating explicit materials, you add shading components (textures etc.) to a single hierarchy. Polygons are then assigned tags which correspond to masking-groups (a sort of polygon-'gateway') located in the tree. During shading a…
The idea behind the tool is to construct a mesh using smaller simpler building blocks; kind of like a purely additive CSG modeller. I started out with a Marching Cubes implementation, but I really wanted it to be able to capture s…