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Ep's tool-dev diary



Translucency maps

Posted by eppo, 15 April 2016 · 333 views
baked, translucency
Hello, 
A while ago I fiddled a bit with an offline translucency technique as discussed here: http://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 normals. 
Though instead of averaging all samp...


Renderer bells and whistles

Posted by eppo, 31 March 2016 · 325 views
Super, Mario, World
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: 
http://www.dynamique.nl/grow/pst/SMW.png  
 
Also added a 'bias & gain' option to the m...


Bokeh to the Future

Posted by eppo, 17 March 2016 · 361 views

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 just now and it turns out a two pass method is perfect...


Cloud.gen

Posted by eppo, 24 October 2015 · 1,205 views
clouds, radiosity, skybox, IBL
'allo


Something I've vowed several times I'd never do again: hand-paint a skybox .

The outdoor cloud-ish type specifically:

http://www.dynamique.nl/grow/pst/cloudmap.png

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;...


A billion chimneys and more CSG fun

Posted by eppo, 21 March 2015 · 879 views

The thing with architecture is that so much about it is up to whim and any procedural creation algorithm needs to be guided by a large amount of rules and grammars before it'll know how to churn out any remotely useable pieces of real-estate.

I got to the point where I could generate objects similar to these: http://www.dynamique.nl/grow/pst/render024_sy...






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