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Member Since 14 Mar 2008
Offline Last Active Yesterday, 03:47 PM

Ep's tool-dev diary > Renderer bells & whistles ~ pt. 2

Posted on 20 October 2016 - 01:02 PM

Hello. Finally some dynamic indirect lighting in the renderer! https://youtu.be/1qdyCkqwMPE  (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 diffuse occlusio...

Ep's tool-dev diary > Translucency maps

Posted on 15 April 2016 - 03:38 AM

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...

Ep's tool-dev diary > Renderer bells and whistles

Posted on 31 March 2016 - 09:49 AM

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 m...

Ep's tool-dev diary > Bokeh to the Future

Posted on 17 March 2016 - 08:45 AM

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...

Ep's tool-dev diary > Cloud.gen

Posted on 24 October 2015 - 03:20 PM


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;...

Ep's tool-dev diary > A billion chimneys and more CSG fun

Posted on 21 March 2015 - 03:40 AM

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...

Ep's tool-dev diary > B-rep displacement mapping

Posted on 20 January 2015 - 06:25 AM

In an earlier post I was considering how to add surface detail to meshes generated by the boolean tool. Back then I ran a union operation on a base mesh and a series of smaller objects replicated over its surface, but it's difficult to create a believable, continuous looking surface simply by glueing multiple rigid objects together without any obvious cr...

Ep's tool-dev diary > A vertex occlusion baking guide

Posted on 26 November 2014 - 04:15 AM


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-texture-only routines provided by Modo. Also, lots of...

Ep's tool-dev diary > More of the bool-tool

Posted on 13 October 2014 - 05:20 AM

Been trying to build larger scenes using the CSG method.

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 maps and density maps for foliage replication already app...

Ep's tool-dev diary > The Feature-fracturing algorithm

Posted on 20 January 2015 - 08:01 AM

Time for yet another rewrite of my CSG tool.
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 throughout the merging process. The advantage being that it suffe...

Ep's tool-dev diary > Multi-texturing + Yoshi's Island

Posted on 05 July 2014 - 10:03 AM


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...

Ep's tool-dev diary > Mesher ~ another iteration

Posted on 22 April 2014 - 06:14 AM

Felt my meshing tool needed another rewrite; getting trickier though.

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 sharp edges in the base geometry. Also the triangle quali...