Getty creative with Vector Displacement Mapping, I wish we had better tools but I think we're making some progress with Mudbox and Zbrush. Obviously not for every project but it's super fun to play with. We now include a sample with our shader editor, really looking forward to see what ppl build. Here's a sneak peak of…
here's what i'm interested in: In the context of game meshes it would be rare for one "cutter" to span an entire mesh and cross potentially thousands of tris. Instead details would be fairly local, with the exception of seams which i would handle differently than just projecting an outline. 20k is a good estimate for hero…
Thanks @"Eric Chadwick"! I don't think its a terribly heavy shader. It relies on the smoothstep function and the graphics hardware's internal automatic bilinear filtering. Both of which should be available to OpenGL ES devices. I tested the scene at the "Android" OpenGL ES2 rendering feature level and the distance field…
I'm going to answer both at the same time if you don't mind. The term "vector map" is somewhat missleading actually. A normalmap is also a vector map. In Portal 2 and Left 4 Dead 2, they used vector maps to distort the flow of water in U and V. So in other words, blue channel was left empty. There multiple ways of creating…
Been working on improving and expanding a signed distance field texture generator, originally by Jasper Bekkers, to whom all credit for the heavy lifting goes. Unreal and Source (and probably Unity with minimal effort) have support for these types of images, but I've not found many/any tools to render them correctly.…