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lipsryme

Member Since 02 Mar 2010
Offline Last Active Jul 29 2016 09:28 AM

Posts I've Made

In Topic: How to apply blur effect over region of texture using directx11

11 July 2016 - 02:55 AM

Not sure if there's some fancy solution for this but the easiest that comes to mind is provide a texture that has the same size as the image you want to blur that acts as a mask (completely black and the parts you want to have blurred white). Afterwards in your blur shader you can use a simple if/else branch to either blur or not blur those pixels.


In Topic: Sine-based Tiled Procedural Bump

13 May 2016 - 08:05 AM

@fire67 do you think it's possible to share the code or at least show how you define the random values as I'm also not having an easy time with this ?


In Topic: Distributing a variable [0-1] logarithmically

11 May 2016 - 08:57 AM

Using a power function like the one described by JTippetts works perfectly, thank you !

For some reason I was thinking about a log function but completely forgot that the pow function is the one I was looking for.

 

@Krypt0n I was just using the depth buffer behavior as an example, the usage for this is for a more general functionality (e.g. more fine grained control over parameters in UI element sliders)


In Topic: Distributing a variable [0-1] logarithmically

10 May 2016 - 09:51 AM

Basically I want something similar to how a depth buffer is distributed from [0,1]. Have more precision from let's say [0, 0.5] and less from [0.5, 1.0].

I want to have this for a slider UI element where I need to tweak a variable in the [0,1] range but need more fine grain control over the first lower range than the higher range.

Hmm you might be right I could try using a power function...

 

@JTippetts That is awesome, I'll try that out asap


In Topic: What is the relationship between area lights and reflections (SSR/local/global)

21 April 2016 - 02:18 AM

 

Ah, right I got confused with that "blurry reflection look" and forgot that this video is only about lights.  What a bozo I am!

 

I've never written SSR/cube reflection before -- it seems like you would have to turn off the lights before your SSR/cube reflection pass so you don't "double up" the reflections of the light, right?  It Otherwise you would have one reflection from the analytic/punctual light model and another reflection from your SSR/cube reflection pass.  Or is that not that big of a deal?

 

For cubemaps you turn off any direct contribution, correct.

 

Do you really ? I always thought you capture it n number of times to simulate light bounces ?


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