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Re: What are you working on? [Re: 3run] #420438
03/26/13 01:16
03/26/13 01:16
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Joined: Mar 2006
Posts: 2,252
visible progress:


close-up:

Last edited by Hummel; 03/26/13 02:10.
Re: What are you working on? [Re: Hummel] #420451
03/26/13 10:38
03/26/13 10:38
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Bavaria, Germany
@Hummel
What should it be?
A calculation-way of rendering a mesh?
Something like Parallax Occlusion Mapping?

Last edited by Kartoffel; 03/26/13 10:40.

POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #420463
03/26/13 16:14
03/26/13 16:14
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Posts: 4,771
Bay City, MI
I was going to say, now hummels previous post makes sense. that all mapped on one quad?

Re: What are you working on? [Re: lostclimate] #420465
03/26/13 17:31
03/26/13 17:31
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Basically ray-traced low-res depth fields with geometric antialiasing. I'll provide in-depth information as soon as I open an extra thread. The underlying rasterized geometry is a box, but it also works with a quad.

Re: What are you working on? [Re: Hummel] #420466
03/26/13 18:11
03/26/13 18:11
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Bavaria, Germany
Sounds interesting. How is the geometry data stored?


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Re: What are you working on? [Re: Kartoffel] #420473
03/26/13 22:12
03/26/13 22:12
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Posts: 2,252
Atm: red - depth, green - offset id, blue - normal id
The offset can be used to give a vertical face the normal of the adjacent texel or to prevent it from using the modified normal of the own texel if the adjacent texel doesn't use one. There are no real sloped faces, they didn't pay of performance-wise. The hardest part is actually the AA. It's also by far the biggest part of the shader.

Last edited by Hummel; 03/26/13 22:15.
Re: What are you working on? [Re: Hummel] #420605
03/30/13 01:05
03/30/13 01:05
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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H

Joined: Jul 2001
Posts: 6,904
Finished my thesis and started to work on the reworked Sponza scene again. The modeling is done, I am currently migrating it to A8:


Last edited by HeelX; 03/30/13 01:06.
Re: What are you working on? [Re: HeelX] #420674
03/31/13 19:25
03/31/13 19:25
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
Looking for subrealistic hand painted patterns for terrains


click on the image to enlarge

Re: What are you working on? [Re: txesmi] #420676
03/31/13 19:27
03/31/13 19:27
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Caucasus
txesmi@ nice picture man! But I still think, that you should replace those white stripes, with ropes tongue


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Re: What are you working on? [Re: 3run] #420680
03/31/13 20:01
03/31/13 20:01
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
The terrain looks really nice, I like it! The differences in texture scale are cool, too. The knight probably could use a more fancy material but the screen shot is only about the terrain, right?


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