Hey guys, I have to put together a simple PBR shader in GLSL for work. I already know a lot of great sources about PBR theory but now I'm looking for some easy code snippet to start with. No problem if its' HLSL or CGFX or whatever, just need some pseudo-code to start developing a simple GGX generic metal shader. Can you…
i got HL2 the day after Christmas. i go to install it and it wont install due to InstallShield being broken. (due to Doom3 ginving me an error when i tried to install it back in August(?), i searched online and some supposed 'fixes' for the error i was getting didnt work and Microsoft thinks that since Windows Installer 2…
Great idea and work so far! I think restricting movement to only the player character in view might become frustrating in cases where you want to do something simple like moving to a location without needing to first ensure both bots can see the destination and eachother during transit. I would keep the current control…
Hey Mr Bear, check these out. Medieval Lives http://topdocumentaryfilms.com/medieval-lives/ The Templar Code http://topdocumentaryfilms.com/templar-code/ Inside The Medieval Mind [ame] http://www.youtube.com/watch?v=4QcQWhqIQfw&feature=player_embedded[/ame] Gladiators Back from The Dead. (Not Medieval, still awesome)…
i think you can just replace those "<=" comparisons with "<=". as that documentation page reveals, that's an assembly instruction, and your code isn't assembly so it's sort of useless anyway. what i think has happened is that your code was posted on a website that processes plaintext in a way to make it not interfere with…
Had a look at the raymarching tutorials by Ryan Brucks here: http://shaderbits.com/blog/creating-volumetric-ray-marcher Got some pretty decent results, still have some features to add and some kinks to iron out. I don't really have any experience coding HLSL shaders, so understanding the code came fairly slowly :neutral:…
Blueprints are awesome! I dont think there is a shame in using that over code :) I have a friend who's the kind of guy that starts coding neural networks in his free time "because its fun" and he uses blueprints almost exclusively in UE4. so if its good enough for him I think its good enough for rest of us haha :) as for…
for quick editing I used: Metapad > SCITEFlash > SciTE > Notepad++ I notepad++ on all newer computers I installed because it has the most features, but I like editors like metapad for beeing so simplistic and for example making the window opaque or the favourites. When I had to work a lot with XML files I switched to SciTE…
Autodesk published code for computing tangent spaces the Maya way (thanks Polycount wikis) : http://download.autodesk.com/us/maya/2011help/index.html?url=./files/Appendix_A_Tangent_and_binormal_vectors.htm,topicNumber=d0e227193 Also, FWIW, here's the (different) 3DS Max way:…
I am running it in 2017 as there's a few areas in the code that points to it needing to be that. Even changing those lines to point to 2018 will throw up an error, so itll be coded in somewhere else aswell I think. Does the mel need to be added if its a Plugin file? From what I can see a lot of plugins just exist as MLL's…