Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 30 Nov 2010
Offline Last Active Sep 09 2014 04:58 PM

Topics I've Started

Little Inferno - Fire Algorithm

29 May 2013 - 05:46 AM

So I just got done playing Little Inferno by Tomorrow Corporation, and I absolutely loved it. The algorithm they used for the fire combined with the physics of the smoldering debris matched the visual feel of fire so well, I couldn't distinguish what I was seeing from real fire. The pyromaniac within me is doing cartwheels.


So I was wondering, what algorithm were they using for the fire? There are definitely particles being used, but I'm not sure the fire is entirely comprised of just particles. It's very fluid and whole looking.


So, any thoughts on what they might be doing under the hood?

How do I align vertices along a arbitrary axis?

16 May 2013 - 03:54 AM

I'm new to Blender and I have a question that you modeling veterans can probably answer:


I've been searching all over as to how to align a selection of vertices in Blender along an arbitrary axis but haven't found anything that points to a ready solution.


Ideally, I'd be able to just:

  1. Select a series of vertices in Edit Mode.
  2. Bring up the vertex actions menu.
  3. Select something like "Align" from the menu.
  4. The selected vertices would then be automatically aligned along the line formed by the first and last vertex in the selection.
  5. Then I could just left click or press Enter to commit.
  6. Additionally, it would be awesome if I could press X, Y, or Z before committing the alignment action to preserve the corresponding coordinate value when aligning the vertices.

Does anything like this already exist in blender?


Also, I'm aware of the technique where you scale your selection to zero along a single coordinate axis to align the selection along that axis, but that doesn't solve the issue where the desired result is alignment along an arbitrary line between two vertices.


Thanks in advance for any insight you can provide.

How To Achieve Real Time Self Reflection?

06 August 2012 - 12:50 PM

I'm curious, are there techniques for achieving self reflections on a single piece of geometry in real time? For example, if I had a single mesh that was originally a tessellated plane that I have extruded pillars and spikes out of, how would I get the pillars and spikes to reflect one another?

From what I've seen the general way to achieve real time reflections is either to use a cube map to store the reflections in an omni-directional texture or to use the stencil buffer to create a portal of sorts into which the scene is rendered mirrored relative to the reflecting geometry. In both techniques, the reflecting geometry is not rendered when rendering the reflection.

I know that this can be achieved with ray tracing, but that is typically an offline rendering technique due to the heavy calculations involved. Are there any real time alternatives that do not use ray tracing? Or is ray tracing much cheaper to calculate than I was led to believe?

Any insight about this would be greatly appreciated.