Hey guys, I have to put together a simple PBR shader in GLSL for work. I already know a lot of great sources about PBR theory but now I'm looking for some easy code snippet to start with. No problem if its' HLSL or CGFX or whatever, just need some pseudo-code to start developing a simple GGX generic metal shader. Can you…
i got HL2 the day after Christmas. i go to install it and it wont install due to InstallShield being broken. (due to Doom3 ginving me an error when i tried to install it back in August(?), i searched online and some supposed 'fixes' for the error i was getting didnt work and Microsoft thinks that since Windows Installer 2…
Hey everyone, I’m a bit stuck with the retopology of a model I’m working on. So far, I’ve always kept my retopology fully quad-based. But recently I’ve been looking at works from pro artists on ArtStation, and I see that they often mix in a lot of tris/quads. Especially in dense areas, I notice many faces being built with…
Hey Mr Bear, check these out. Medieval Lives http://topdocumentaryfilms.com/medieval-lives/ The Templar Code http://topdocumentaryfilms.com/templar-code/ Inside The Medieval Mind [ame] http://www.youtube.com/watch?v=4QcQWhqIQfw&feature=player_embedded[/ame] Gladiators Back from The Dead. (Not Medieval, still awesome)…
i think you can just replace those "<=" comparisons with "<=". as that documentation page reveals, that's an assembly instruction, and your code isn't assembly so it's sort of useless anyway. what i think has happened is that your code was posted on a website that processes plaintext in a way to make it not interfere with…
Had a look at the raymarching tutorials by Ryan Brucks here: http://shaderbits.com/blog/creating-volumetric-ray-marcher Got some pretty decent results, still have some features to add and some kinks to iron out. I don't really have any experience coding HLSL shaders, so understanding the code came fairly slowly :neutral:…
Blueprints are awesome! I dont think there is a shame in using that over code :) I have a friend who's the kind of guy that starts coding neural networks in his free time "because its fun" and he uses blueprints almost exclusively in UE4. so if its good enough for him I think its good enough for rest of us haha :) as for…
for quick editing I used: Metapad > SCITEFlash > SciTE > Notepad++ I notepad++ on all newer computers I installed because it has the most features, but I like editors like metapad for beeing so simplistic and for example making the window opaque or the favourites. When I had to work a lot with XML files I switched to SciTE…
Autodesk published code for computing tangent spaces the Maya way (thanks Polycount wikis) : http://download.autodesk.com/us/maya/2011help/index.html?url=./files/Appendix_A_Tangent_and_binormal_vectors.htm,topicNumber=d0e227193 Also, FWIW, here's the (different) 3DS Max way:…