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Rendering Systems

ShaderMap 2.0.7 Update

Posted by RSI3D, in ShaderMap 20 August 2012 - - - - - - · 923 views

The latest update of ShaderMap brings improved normal to displacment conversion with additional controls for contrast and height. There are other new features as well including linear magnification on preview image controls, additional zoom controls, and a map control button to refresh source images from...

Blending Normal Maps

Posted by RSI3D, in Graphics 31 July 2012 - - - - - - · 1,353 views
combine normal maps and 1 more...
ShaderMap 2 currently implements overlay and detail oriented methods (called pure rotation in SM2) for painting normals. I may do a write up of the SM2 blending modes and maths behind them in the future.

In the meantime here is a really great article I found on blending a detail normal map with a base normal map....

Woody3D Discontinued

Posted by RSI3D, in Woody3D 17 July 2012 - - - - - - · 1,778 views

I'll just post what I wrote on the woody3d.com website, then I'll explain...

"Woody3D was developed by Neil Kemp at Rendering Systems Inc. as an inexpensive solution for developers to bring fully animated trees and foliage to their applications and engines. Woody3D was discontinued in July 2012....

ShaderMap 2 SDK Tutorial - Creating Maps

Posted by RSI3D, in ShaderMap 16 July 2012 - - - - - - · 1,730 views

Each map in ShaderMap 2 is a plugin. The plugin is a Windows DLL with the file extension .smp. To create a map plugin you will need to download the ShaderMap 2 SDK. http://shadermap.com/downloads/ As of this tutorial I am using version 2.0.5. You will also need Visual Studio 2008 - 2010.

Once you have the SDK...

ShaderMap 2.0.5 Update

Posted by RSI3D, in ShaderMap 10 July 2012 - - - - - - · 1,042 views

A new version of ShaderMap 2 is now available for download. This version brings bug fixes, new features, and options.
Some of the new features include:

Support for OBJ quads
Lockable and savable source maps
Optimized GPU usage
Option to override tile types for source maps
Option to set default geometry for projects
A V Brush vector...

ShaderMap 2 SDK Tutorial - Creating Materials

Posted by RSI3D, in Graphics, ShaderMap 25 June 2012 - - - - - - · 2,497 views
shadermap, materials, shaders and 3 more...
ShaderMap 2 allows users to create materials using the ShaderMap 2 SDK. A material can use any map in the ShaderMap project or load external image files such as cube maps. The material also provides a user interface wtih associated HLSL constants. To get started let's look at the basic structure of the ShaderMap 2 material file.

Each material file is...

ShaderMap 2 Now Available

Posted by RSI3D, in ShaderMap 19 June 2012 - - - - - - · 1,249 views
normal map, normal generation and 3 more...
Hi everyone, it's been a while since I last published anything. That's because I've been working my heart out for a full year on ShaderMap 2. I am really proud of what I've been able to accomplish on this project.

Here's a rundown of the new features available and if you want to learn more just follow the links at the bottom. I made...

Woody3D.pause() ShaderMap2.play()

Posted by RSI3D, in ShaderMap, Woody3D 17 June 2011 - - - - - - · 662 views


As it stands Woody still requires a couple more months of development to be ready for the next release. I'm really excited about all of the new features in the upcoming release but I've been developing Woody3D for about 3 years. That's a long time for a single developer to work on a project with no...

Roots and "Tree" Hierarchy Control

Posted by RSI3D, in MFC, Woody3D 03 June 2011 - - - - - - · 933 views

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Woody3D can create tree roots as shown above. There is a problem however, as it currently uses a very simple hierarchy for branch levels. It does not allow for more than one child per branch. This means you can add roots but not branches. That's a pretty boring tree.


Leaf Meshes vs. Leaf Billboards

Posted by RSI3D, in Woody3D 01 June 2011 - - - - - - · 1,206 views

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Above is a tree which uses spoke meshes for leaves (used imposter branches for leaves [see wire-frame render in comments]). Below is a tree which uses billboarded quads for leaves.

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I'm thinking that mesh type leaves...


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