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lipsryme

Member Since 02 Mar 2010
Offline Last Active Today, 02:20 PM

Posts I've Made

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 ?


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

19 April 2016 - 09:21 AM

Since area lights and punctual light sources (spot, directional, point) basically try to approximate a realtime reflection for one light source it's not wrong for you to think that they are one and the same because what they are trying to achieve is the same thing. However as "everything reflects" in some way or another you'd have to evaluate every single pixel in your scene as a sort of light source, which is kinda what you're doing in image based lighting. Capture the environment and evaluate the reflected light from/into all directions.

Which also has the issue that it can only be done efficiently in an offline preprocess so that leaves us (for realtime reflections) with either planar reflections or screen space techniques.


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