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rouncer

Member Since 21 Nov 2005
Offline Last Active Apr 19 2014 06:00 PM
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Topics I've Started

how do i capture the screen with the windows api?

10 April 2014 - 03:48 AM

it could be as simple as forcing a print screen, but im not sure how to do that either.

 

i need this because it makes video import alot easier into my video editor, I can then insert anything into it just by playing the to be imported videos in fullscreen mode.

 

 


a picture.

05 April 2014 - 02:56 AM

click it to see it how i saw it as i made it.

10015028_10202673728339382_775301524_o.j

 

so there it is, it was about 3 years work in total, the making of this picture (software and all)

 

Colourizing greyscale is amazing to me if you do it right, and it looks pretty nice in my opinion, but i was wondering what other people think of it?


diffuse and specular reflection

29 March 2014 - 09:31 AM

so basicly, you diffuse reflect, then add a little which counts for the unmodulated light (boost) then you multiply the whole thing until it sets in right.

 

you sample illumination 64 times out of the hemisphere of the pixel… itll be a little aliasy like that, but itll work.

its a 3 part process… its scattered diffuse + blurred masked/modulated reflection + blurred pure reflection.

you have a 3 dimensional blur on the scatterer, when doing skin, not rocks, make sure you blur rgb separately, its a great way to add a 3 dimensional channel effect. its artistic. then, at some angle weighting you clamp off the reflection at whatever blur level you want. you use the reflection vector, then just check how close you are to it, with the illumination sample you are using. 100% dry doesnt clamp off a single sample. (for rocks)

Havent thought about fresnel or snell or any wavelength based collisions yet, and its a little too much for a little man at this stage, im not a physicist, im just a game programmer.

then your game will look like a cheap vray… 64 rays a pixel, one bounce, you can sneak a short second bounce in, if you make your first bounce a hard shadow only, then soften from there.

so you adjust your scatter, then adjust your dry wet ratio for the reflection. (mirror is completely wet) and itll be a mean shader for some wizywig cg characters, sculpted with a realistic material.

 

10010300_10202635303258779_858842582_o.j

1898798_10202635196576112_347528838_o.jp

(the blurry bits look the best.)


new art program coming out only $10

26 March 2014 - 09:01 PM

itll do everything its a whole game engine too, after i sell 5000 copies, itll be freeware.

do all your avi editing, cartoons, games, everything, even gonna pack sculpting on real skin.

 

 

 


skin shading specular problem

21 March 2014 - 03:51 PM

Ive got a problem.

 

Heres the mental ray tutorial for skin shading by Zap Anderson.

 

1381829_10202590644902348_802248453_n.jp

 

 

and heres my one, theres something wrong with the specular... (excuse the mutations, its only a quick model) i was wondering if anyone knew,

 

1794771_10202590647062402_1903145635_n.j


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