There's an nVidia GDC paper here on realtime AO: http://download.nvidia.com/developer/presentations/GDC_2004/GDC_2004_Ambient_Occlusion.pdf There's also an executable somewhere on the nvidia site (cant find it right now) that shows off realtime VERTEX AO. The paper talks about the use of them in shadowmap form as being for…
[ame] http://www.youtube.com/watch?v=Q-6fTaEyJz0&feature=related[/ame] PerfHUD by nvidia can visualize how a frame was rendered. the other stuff you ask for, basically doesn't apply. If the model is made of strips or just flushed as triangle soup depends on the engine. Which means you would only see how Keg's engine would…
It depends on what type of editing you did? Most of the time you're ok to move verts, but not remove then add verts. If you just moved them around you should be ok to do what Eric suggested. [Useless Max Trivia] Each vertex is given a number, the weighting info is stored by this number whenever you go back down in the…
IMO there are great documentations and youtube tutorials covering the basics, but first problems appear when you want to do something more than just standard bake from high poly to low poly. For example I still don't understand the tangent orientation (right/left-handed) and calculation (per-pixel/vertex) in MT4. All the…
i think you'd want to do this in the vertex shader really however... this "should" flip the point across the yz plane position - (2*position.x, 0, 0) Obviously you'd have to account for the object's position - which is fairly easy but then you'd have to account for orientation which is where things are going to get pretty…
My question is essentially, what's the difference in modeling (or the benefits?) of making a copy of a mesh when it is in vertex mode as opposed to object mode? So what's different if I select the vertices and make a copy as opposed to just selecting in object mode and make a copy and join? other than the extra steps I…
Added some ground fog as well as the barrels. Fixed the issue of the moon having stars in it. There is an alpha issue though, giving the non-crescent area of the moon a hairline glow. I've increased the roughness of the bricks, but I think I'll get in there and vertex paint some stuff as well. I need to add some more fog…
You would use a tiling grass texture under the grass, you would then blend that texture with the dirt texture at the boundary between the two. You would also create a more irregular boundary between the dirt and the 3D grass. Don't just end the 3D grass abruptly. Add some tufts of grass randomly to break up the line. The…
Open and/or paper geo is generally a problem with the most of the effiecient solutions because of the way they work (captured from an alternate camera transform). I just worked on an Unreal based approach that can deal with any geometry without a problem including thin and open meshes.It basically resamples the vertex and…
Hey, thanks for your reply. I did it this way because it was the only way i knew. Yes distance field is expensive but i thought if i develop a game i would use vertex colors instead. I wanted to do this guide because i worked on it for some time so why not share my knowledge. I see that they added "world height" option to…