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RSI

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About RSI

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    RSI3D

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  1. ShaderMap 4.1 is here and is a major update. It brings with it a lot of new features, changes, and bug fixes. Most exciting is PBR (Physically Based Rendering) Map creation, PBR Materials, and Multi Angle Light Scan nodes. Check out ShaderMap 4.1 here: https://shadermap.com I put a lot of work into this version so I hope everyone enjoys the update. View full story
  2. ShaderMap 4.1 is here and is a major update. It brings with it a lot of new features, changes, and bug fixes. Most exciting is PBR (Physically Based Rendering) Map creation, PBR Materials, and Multi Angle Light Scan nodes. Check out ShaderMap 4.1 here: https://shadermap.com I put a lot of work into this version so I hope everyone enjoys the update.
  3. ShaderMap 4.1 is here and is a major update. It brings with it a lot of new features, changes, and bug fixes. Most exciting is PBR (Physically Based Rendering) Map creation, PBR Materials, and Multi Angle Light Scan nodes. Check out ShaderMap 4.1 here: https://shadermap.com I put a lot of work into this version so I hope everyone enjoys the update.
  4. Hi everyone! Just wanted to let everyone know that ShaderMap 4 (SM4) has been released and is now free for non commercial use. You can learn more at the new website https://shadermap.com Thanks for checking it out! Neil
  5. I've written a tutorial on how to take photographs of a static object and convert them to normal maps and albedo/diffuse maps with ShaderMap 3. The basics of the tutorial are: Setup your camera to take static photos of the object. Photograph the object four times each lighted from a different direction. Bring the photos into ShaderMap 3 using the Normal from Photos template. View the results in real-time and make changes to intensity. Read the entire tutorial here: Normal Map Photography | ShaderMap Tutorials       Learn more about ShaderMap at: http://shadermap.com  
  6. Tutorial demonstrating how to draw a tangent space normal map for an existing texture map.   http://shadermaptutorials.com/tutorial/drawing-a-normal-map-for-a-texture/     Here are some images from the tutrorial:         View additional ShaderMap Tutorials at the home page: http://shadermaptutorials.com/   Thanks for looking
  7. Developing ShaderMap 3 at the Moment
  8. ShaderMap 3 has been released with a lot of new features.   Major features include: Baking Maps from 3D models, a Map Filter System, a vastly improved Project Grid, real displacement preview in the Material Visualizer, Floating Point image generation, and a bunch of new maps. For a complete list of each new feature and bug fixes please visit the ShaderMap What's New page.   Normal Map generated from a 3D Buddha relief model:     Real Displacement Visualization:     You can watch videos of ShaderMap 3, and download a demo version at the ShaderMap Website.   Thanks for taking the time to check it out. I worked really hard on this update and hope it is useful to the game development and computer graphics communities.   Cheers, Neil
  9. RSI

    ShaderMap 2.0.7 Update

    The latest update of ShaderMap brings improved normal to displacment conversion with additional controls for contrast and height. There are other new features as well including linear magnification on preview image controls, additional zoom controls, and a map control button to refresh source images from file. Next up... ShaderMap 2 R1 I'll be rebuilding the normal editor which means implementing a layer system, adding a stencil brush for painting displacement/normals, adding shapes using a vector library, an eraser tool for rasterized layers, and line/box/oval/curve gizmos. Wish me luck. _Neil
  10. RSI

    Blending Normal Maps

    ShaderMap 2 currently implements overlay and detail oriented methods (called pure rotation in SM2) for painting normals. I may do a write up of the SM2 blending modes and maths behind them in the future. In the meantime here is a really great article I found on blending a detail normal map with a base normal map. http://blog.selfshadow.com/publications/blending-in-detail/ In other news, I'm on Google+ here: Neil Kemp and I've started a G+ page for ShaderMap as well: ShaderMap+
  11. RSI

    Still alive

    I care. Please stay alive. Unless you transfer into the singularity then you know.. it's cool. How much for beach front on the oblivion lake? I'm buying early in hopes it cools to a useful resource.
  12. RSI

    Woody3D Discontinued

    Wow, you guys really like the name Woody3D. I don't... I was never happy using a phallic (almost comical) name for the tree lib. Not sure why I settled on it other than it seemed easy to remember and usually made people smile. I'm wondering if you ever used Woody3D in a project or if you know anyone that did? My numbers suggest that it was never very popular.
  13. RSI

    Woody3D Discontinued

    [quote name='Servant of the Lord' timestamp='1342639344'] What are you going to do with Woody3D in it's current state? Open source it? [/quote] I'm going to use Woody's math library, geometry classes, and animation systems, to build a new tool for creating trees and plants. Open sourcing it is not something I want to do at the moment.
  14. Working on SM2 full force at the moment.
  15. RSI

    Woody3D Discontinued

    Thanks for your comments. If you create a tool that is useful and easy to use it will be popular no matter what it is named. And hey! It's not like I'm tossing out the knowledge and algorithms.
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