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• ### Similar Content

• By AndyCo
Im looking for some project to boost up my portfolio, Im not a pro but I`m not bad at all.
Feel free to contact me.

• I want to calculate the position of the camera, but I always get a vector of zeros.

D3DXMATRIX viewMat; pDev->GetTransform(D3DTS_VIEW, &viewMat); D3DXMatrixInverse(&viewMat, NULL, &viewMat); D3DXVECTOR3 camPos(viewMat._41, viewMat._42, viewMat._43); log->Write( L"Camera Position: %f %f %f\n", camPos.x, camPos.y, camPos.z);

Could anyone please shed some lights on this?
thanks
Jack
• By bsudheer
Leap Leap Leap! is a fast-paced, endless running game where you leap from rooftop to rooftop in a computer simulated world.

This is a free run game and get excited by this fabulous computer simulated world of skyscrapers and surreal colors in parallax effect. On your way, collect cubes and revival points as many as you can to make a long run.

Features of Leap Leap Leap:
-Option of two themes: Black or White.
-Simple one touch gameplay.
-Attractive art.
-Effective use of parallax.
Appstore: https://itunes.apple.com/us/app/leap-leap-leap/id683764406?mt=8

• By isu diss
I'm following rastertek tutorial 14 (http://rastertek.com/tertut14.html). The problem is, slope based texturing doesn't work in my application. There are plenty of slopes in my terrain. None of them get slope color.
float4 PSMAIN(DS_OUTPUT Input) : SV_Target { float4 grassColor; float4 slopeColor; float4 rockColor; float slope; float blendAmount; float4 textureColor; grassColor = txTerGrassy.Sample(SSTerrain, Input.TextureCoords); slopeColor = txTerMossRocky.Sample(SSTerrain, Input.TextureCoords); rockColor = txTerRocky.Sample(SSTerrain, Input.TextureCoords); // Calculate the slope of this point. slope = (1.0f - Input.LSNormal.y); if(slope < 0.2) { blendAmount = slope / 0.2f; textureColor = lerp(grassColor, slopeColor, blendAmount); } if((slope < 0.7) && (slope >= 0.2f)) { blendAmount = (slope - 0.2f) * (1.0f / (0.7f - 0.2f)); textureColor = lerp(slopeColor, rockColor, blendAmount); } if(slope >= 0.7) { textureColor = rockColor; } return float4(textureColor.rgb, 1); } Can anyone help me? Thanks.

• By elect
Hi,
ok, so, we are having problems with our current mirror reflection implementation.
At the moment we are doing it very simple, so for the i-th frame, we calculate the reflection vectors given the viewPoint and some predefined points on the mirror surface (position and normal).
Then, using the least squared algorithm, we find the point that has the minimum distance from all these reflections vectors. This is going to be our virtual viewPoint (with the right orientation).
After that, we render offscreen to a texture by setting the OpenGL camera on the virtual viewPoint.
And finally we use the rendered texture on the mirror surface.
So far this has always been fine, but now we are having some more strong constraints on accuracy.
What are our best options given that:
- we have a dynamic scene, the mirror and parts of the scene can change continuously from frame to frame
- we have about 3k points (with normals) per mirror, calculated offline using some cad program (such as Catia)
- all the mirror are always perfectly spherical (with different radius vertically and horizontally) and they are always convex
- a scene can have up to 10 mirror
- it should be fast enough also for vr (Htc Vive) on fastest gpus (only desktops)

Looking around, some papers talk about calculating some caustic surface derivation offline, but I don't know if this suits my case
Also, another paper, used some acceleration structures to detect the intersection between the reflection vectors and the scene, and then adjust the corresponding texture coordinate. This looks the most accurate but also very heavy from a computational point of view.

Other than that, I couldn't find anything updated/exhaustive around, can you help me?

# Fur and Dress

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Hi there guys!

Recently I found an interview with cool 3d modeler where I was very attracted by the Fur on dress that I was looking for my snow knight (like in the Game of Thrones)

Somebody maybe knows how to make a fur for a dress?
Searched on the forums, youtube, but the fur is obtained both from the clay

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These days fur is generally made in shaders.  More advanced systems will run some combination of physics code with data passed to the shaders.

Search for terms like "GPU fur shader", or if you've got an engine like Unity or Unreal, add those to the search terms.

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On 17/08/2017 at 10:50 PM, frob said:

These days fur is generally made in shaders.  More advanced systems will run some combination of physics code with data passed to the shaders.

Search for terms like "GPU fur shader", or if you've got an engine like Unity or Unreal, add those to the search terms.

thank you!

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Like this? (video below, skip at 0:05)

That's HairFarm, a plugin for 3ds max

Though I don't think this is a real-time solution. Still useful for real-time for rendering hair or fur textures with good alphas and make a lot of different hair/fur planes, than maybe you can randomly distribute planes on a 3d mesh with some algorithm, maybe painting the distribution weight on the vertex color? Or stuff like that

Edited by MarcusAseth

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The fur looks like it was done with a particle effect. I don't really know how to do that myself, but there are tutorials for it. The part of the dress without fur was most likely either modeled and/or sculpted.

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The fur in render engines are normally done with particles. It isn't the kind of thing you can do 60 times a second and still have room for a game.

There are fur shaders for games, they aren't this good however when used well they can produce good results.

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I was referring to make it in a 3D modeling/sculpting application. Blender has a particle effect system, that can be used to generate hair, and fur, and other things for rendering. I was assuming that was what he was asking about.

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16 hours ago, Yxjmir said:

I was referring to make it in a 3D modeling/sculpting application.

Yes, I wasn't implying your answer is wrong. I was just pointing out that if the character is meant for a game, this approach wouldn't work.You are correct in saying that in a render engine like Blender and Max fur would be done using particles.

edit: And if you are making the high poly in the old Blender you would have to use the hair particle emitter with a mesh. However the new Blender(2.79) has a addon that allows for easier mesh fill.

Render engines often take minutes per image and some times days to render it. A game has to render 24-60 frames each second to look convincing. So in games we can't use the particle system to render fur for one piece of armour, because it would eat up all the resources needed for more important things like grass.

Shaders are used instead, the common fur shader often copies the mesh and scales it while narrowing down the visible pixels on the texture. A layered mesh approach. Also the velvet is just a BPR shader, it just scatters the light and isn't anything fancy in terms of PBR.

Particles are used for hair in games, as characters are often the most important object, however the average players PC would struggle to render even at 1fps if you used it for fur.

If you look at the fur you will see they are sharp, pointing outwards. If they are particles then thy are being used in the most inefficient way possible. Particles have almost the same cost when curved, between 1-3 times.

However the nature of the fur is correct for a fur shader. As is explained here: http://www.xbdev.net/directx3dx/specialX/Fur/

Edited by Scouting Ninja

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I only saw after I had posted the first time that there was a duplicate topic by the same person in beginners forum, and that he reply to it. So, I think he was asking about shaders, anyway.