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mikiex

Member Since 13 Jul 2000
Offline Last Active May 18 2013 08:41 AM
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#5050829 how does a dodge&burn brush work?

Posted by mikiex on 07 April 2013 - 05:41 AM

The brushes using these blend modes in photoshop is the same as layer blend modes, but using the brush colour instead. They can be quite destructive so you might be better implementing them as layers. Search google for:

equation dodge burn

 

You should find plenty of info, the layer blend modes have been documented many times.




#5043521 Artefacts using big model

Posted by mikiex on 15 March 2013 - 04:41 PM

Hm, looks like this was the reason. I set 

screenDepth = 60000.0f;
screenNear = 1.0f;

and everything seems OK, but I cannot understand how in that case render a big/huge maps, for example, for a hundred of thousands km of space? Because of screen depth it cannot be rendered. What I must do in that case?

 

It's worth pointing out the depth buffer being normally non-linear,  changing the near clip makes a huge difference compared to moving the far.

So you want to push the near as far forward as possible, but this depends on how close you camera will be to objects in the scene. The far does matter, but getting the near correct is most important. Also remeber you say 3km, but you mean 3k of unitys as scale is arbitrary.




#5043108 3Ds Max 7 Issues

Posted by mikiex on 14 March 2013 - 11:52 AM

Your UVs in that Max file are junk. You would need to re-UV map it.




#4977396 Coding gradiant transitions

Posted by mikiex on 06 September 2012 - 04:31 PM

In the past while working on the front end of a console game I used a very subtle noise texture mixed with a pixelshader gradient and the result was pretty good for reducing banding. I cannot remember exactly how I modulated the noise with the gradient. It pretty much removed banding - but I do not know if there are better solutions than this, My example was a simple 2d scene though so might not be a great example.


#4973131 When to use multi-threading and when to not

Posted by mikiex on 24 August 2012 - 04:43 PM

Its worth mentioning this advice is for PCs, on a console you will be multithreading but then you don't have the OS getting in the way


#4907186 [XNA] Aligning texels to pixels doesn't work for small textures

Posted by mikiex on 28 January 2012 - 06:20 PM

Just glancing at this, 3x3 texture is an odd size? Some hardware doesnt like non-power of 2 textures (although is this day and age its less of an issue?) I never tend to use anything lower than 8x8. Also are you clamping your textures?

why not use a larger texture and just leave space?

what is your final aim?


#4866811 Algorithms for Real-Time Multi-Layered Colored Shadows

Posted by mikiex on 28 September 2011 - 08:27 AM


When you finish the article make sure to post it in this forum!! I'm really interested in reading it :)

(Maybe you can even PM me with the link :rolleyes:)

I will post here (on forums) when I have it all done.  And submit as an image-of-the-day.


Sorry to throw a curveball in here, but I would be interested to know what colour you think shadows actually are.
If I take white light and I pass this through a red filter onto a ball, what colour shadow does this ball produce.

Assuming no other light sources and no radiance, and the ball is solid, the ball would produce a black shadow.


L. Spiro


So will your system account for other light sources and radiance because this is where colour shadows become very interesting. It will be cool to see a demo when you're done.


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