Programming makes you mentally tired? Not for me! When I had a coding rush a couple months back, all I could dream of were lines of code, theories and formulas (all for thinking toward to colored lighting into a 8bpp renderer). You're having the same thing with modeling. It's normal!
You can't simple subtract the images, diffuse is 2*X and Specular is X-Y. Also they are stored on the camera in sRGB so you must first make the conversion to Linear space. Its best to do these in shader code. For Gloss just solve for G using the BRDF shader code.
Its that time again for me. Do not remember if i ever cell shaded anything but his was too much fun. Had to customize a shader and i heard there was issues with using certain things, i did not run into any, 1st time "custom node shadering", let me know if i should leave things like this or try to freshen up the styling.…
conditionals are 'expensive' in the sense that they aren't hard branching code, they execute all code regardless of whether or not a conditional is matched. if the logic going into a conditional is relatively effective, they are generally okay. math operations are 'cheap' on current gen hardware. texture fetches are not.
The sensor code is really long. I have no idea in feet. But it's a big un. Also we need to get a thread for the system codes going. I'd like to see some PCer Mii thingys showing up in Wii Sports.
Finalizing the model of the logo and neon signs (that took a bit of time..). Used a bit of mash for the scatter effect. Here are some tests in Vray. Don't mind the ugly metallic support behind the logo, all temporary placeholders. I used a ramp node in the neon shader.
It has some issues... I thought I'd post up the code and see if anyone has ideas... I'm finding it difficult to connect the floatFields to the value of the functions... and the selected vert mode doesn't work... Here it is. It's mostly an exercise in scripting #Import Necessary Modulesimport maya.cmds as mcimport random#…
I think that for the last gif, the one with the moving code on the display, it would make more sense if the rest of the hud was moving as well because the lines of code doesn't really blend well together with the rest of the hud. It seems that they are pasted on top of them.
I think the standard UI is okay, like you said the muscle memory and knowing where things are comes after a little bit. Still there are items in menus which don't really make sense like the camera and perspective controls being under the Draw panel. Or like all of the different modes for Transparency, isolate subtool and…
The proportions in the concept are fairly consistent when it comes to aligning decorative and structural elements. On the upper staircase the stringers and mill work land almost directly on top of where posts would go on either side of the opening in the wall assembly underneath the second floor. The panel work covering…