Hi Butcher, I just checked something which makes me confused. Independent of the used technology, the z-Buffer would be used for it (at least when deph buffer and stencil buffer are combined somehow). Right? What i already noticed is, that the z-Buffer in Zelda has only 1/2 the size of the actual resolution. So, if the…
passerby But wouldn't that affect every of the 4 verts of the the particle the same? Since the 4 normals of the particle are all oriented into the same direction? BARDLER I'm not sure of i know what you pointing at exactly ... couldn't it be just a big texture? Maybe you can describe the phenomenon a bit more detailed?…
mikiex Originally i planned to talk about your tech example in the new article but i didn't understand it completely and maybe its better to make a new article for this issue. It seems to be really interesting. These shader toy things are sick :D Tamarin Thanks man! Intereting that you displace you sphere...but shouldn't…
Haha, awesome. Actually about the "reflections", it just looks like refractions, how they make water. But they increase the distortion amount way more than you would usually do for water. If you look at the static image you showed, where you point out the "reflections" you can obviously see they are pointing in the wrong…
Check out the description =] "Right model. Default sphere and vertex normals. No refraction of the iris. Left model. Edited sphere, for fake "refraction", default vertex normals. Note that the specular doesn't look very good. Middle model. Edited sphere for fake refractions with edited vertex normals. Specular looks good…
First of all: Thank you NEOX for the solution. I added it to the article and made some additional example pictures. Zwebbie Then you should checkout Halflife2. It uses detail maps also very much. And of course Unreal Tournament 3. And to your suggestion: no, it's done like Neox said. Checkout the added explanation in my…
Oh man going back and looking at games that impressed me for the time. Out wars. One of the first games you could move and aim independently. Basically just a bunch of blocks. But they used planes and transparencies to make it look like other things. example. The second picture, if you aren't moving and just looking at him…
Glad you managed to work it out in the end Simon - nice write up, nice demo too Tamarin! Once I created the texture and an example shader I passed this on to the effects guys who created the full effect you see in the video. So really I didn't do much :) And of course the method is inspired by lots of other peoples work. I…
Updates Dead Space 3 - Diffuse Reflection Tree new links about the issue Airborn - Trees A comment from Warby about another advantage of the approach Metal Gear Rising - Slicing I re-thought my words about the procedural depth of the melon Diablo 3 - Resource Bubbles More infos about the line which appear when resource…
Sorry for writing so late. I'm a bit sick and of course, i thought about this Reverse E. stuff - i mean in the legal way. On the one hand i'm not in USA so the DMCA shouldn't be valid for me. But of course we here in germany have our own laws and i found a nice book where i want to have a look into. allaze-eroler Great how…