yeah it's space colonization, seems to give a more "natural" looking tree. the biggest change I made to the algorithm I used was to add a normal to the points so you can add a growth direction bias (it's also very useful in other main application for emitters as scattering tools). Also a good decreasing sides cylinder…
Wow, that's awesome! Vector Displacements can be used like Normal Maps too though can't they? I think Valve used them for the water in Portal 2. Using your method above, you'd have to have a super high poly mesh, like a persons head for example, in order to get those details nice and smooth though right?
If people didn't know/see already, I've updated my bitmapResourcer again the other day. It should now be maybe as fast as it originally was, but without memory issues. I also fixed some other small bugs. Also, testing right now, I currently have 900 images loaded out of almost 3000, and it's going fine.
Awesome work copypastepixel. Im making a minecraft style game, but taking place on the moon :P This demo is a very small map and is generated procedurally each time it loads. The tech does support huge terrains, but at a cost of generation and loading time. You can build with left click and dig with right click. Download:…
dunno if this fits in here: I got the go ahead from a candian chap who was the original creator of the 3ch topic generator to reinterpret his work. Anyway I've been fucking my mind with allsorts of complicated stuff which is probably piss-easy to an actual programmer, but it's more fun than sudoku, right?…
Not sure if this is the place to ask for quick advice, but it is the project I'm currently working on. I'm working on figuring out taking my Hi-Res Sculpt and making it into something usable in a game. Right now I'm hung up on transferring maps from the zBrush sculpt to the Maya Model. So far I have the basic process…
I'm working on a cube map shuffler, plus RGBM encoder. I call it SixSides. Still screwing around with the UI, and reading up on equirectangular(panorama) to cubic projection, and vise-versa. Using SFML right now plus VC++. Might switch over to Qt, so it's easier to port to OS X. I suck so bad at UI layout though xD
Several of you guys are proficient in Unity right? I want to see how easily you can match or beat the performance of my humble Flash flock code, here - http://rumblesushi.com/turbo_flock.html Seeing as you have GPU access it should be fairly easy, but I'm curious as to what kind of flock size you can get in Unity running…
Hey, I saw a thread a while ago that explained how to get hard transfers edges between textures in a splat-like shader. I'm trying to add plaster over brick and I would like to control it in the shader with either vertex color or a mask (or both). I can't find the thread now. If anyone can point me in the right direction…
a little arcane (and a right pain to workout/code) perhaps but I've managed to get my point emitter to be a "proper" max pipeline object like editable mesh, splines and poly. Doesn't sound much but it saves a lot of faff with each emitter having to handle everything individually can now be moved to a single mod that works…