The version I looked at wasn't on the latest designer and doesn't use a while loop. The progressive down-sampling takes the place of a loop. It may be hard to reproduce in blender. If this were a glsl/hlsl shader you'd need to render a texture for each downsample at least and possibly to handle some of the composition
Responsibilities * Generate detailed 3d airports, buildings, settlements and supporting props to bring our world to life. * Understand technical constraints when building such a highly detailed world and work to define and work within technical budgets. * Be a reference for the art team in relation to various artistic…
Leading mobile games developer and worldwide publisher of mobile and social games Gameloft, is creating a position for a Senior Technical Artist! Job Description & Environment: As a member of the art team, your main tasks will consist in creating shaders, tools and optimizing 3D asset creation pipelines as well as…
I've often heard that videocards nowadays can push almost unlimited amounts of raw tris,post-processing,textures and per-pixel shaders are the expensive stuff.How much truth is there to it in your experience though? I understand that transforming a lot of verts on a character can be expensive,but what about static geometry…
Hi all, I am trying to get to a specific goal and I am trying to follow other companies into the field they are in. I know many of the good companies use textures in the format below but I am not sure how to go about recreating that process with my own building models. How did or why did they make the outside of the mapped…