Hello! Following up on a free parallax-based fake interior shader we did a while back with our shader editor at Amplify (Amplify Shader Editor). Currently working on a new version based on the original paper by Oogst 3D for fake interiors done entirely via shader sorcery. The Unreal implementation by Stefander was an…
Thanks for the reference, I looked some more and found this one which I felt did a good job explaining. So basically, the Irradiance cube map is the same as the specular cube map except it is first precomputed in such a way as to have the each pixel account for all the light visible to its normal direction's hemisphere,…
Looking good SyncViewS. I just realized something today I thought I'd share. I'm probably not the first to think of this. As I was setting up some simple shading on my testmesh for my rigging project I came up with a cheap way to simulate eye drop shadow. By using hemispheric ambient lighting I would use a dark color from…
Nice stuff renderhjs. Been implementing lookup textures for diffuse and specular control in my engine. Right now both the diffuse and specular can be controlled by an rgb texture. The image below just shows 2 different specular lookup textures being controlled by a material type. Reflection is just a cubemap at the moment…
been working on some tools for my Ultima inspired tile based game in Unity.... - export tiles max script from max to FBX and render 2D sprites to be used in the map editor - bake script to automatically bake lightmaps for a set of tiles for a section of the map - wrote the map editor in Qt/C++. Tiles are organized by…
You guys... are seriously amazing. Do any of you have any books or video's you recommend for Maya or Unity? I just finished looking through this whole thread and didn't see much, just links, which I've glanced over but they are a bit too far over my head. I'm looking for anything from books talking about the different…
https://youtu.be/I4shNs4srKw https://youtu.be/Y_bSzn3-h2k https://github.com/mhdmhd/MayaSceneConverter Maya Scene Converter is a python-based Qt tool for converting scenes from a render engine to another in Maya, it is not a perfect conversion and it depends on rules files and how good they are but gives you a great head…
I like the indirect lighting, but I think it's actually distracting to do it at a granularity smaller than the blocks themselves (and the outlines on the blocks don't help). It sort of accentuates the blockiness to the point of distraction, instead of it being an interesting pixel-art-like style. Imagine if you took a…
I have recorded a video of the latest tools I have made in one package called Dark Blender. I have automated almost the entire pipeline of game asset creation. My tool allow to generate a mesh from a drawing (in the video i do that manually, this tool doesnt existed)…
^Same issue in the latest versions of Max I'm afraid, as soon as you move a light source or dolly the mesh after applying the shader, it breaks the Tangents of the Normals. Autodesk voodoo behind the scene's I say! I'm guessing (in the case of Max, so this could apply to Maya also or not) it recalculates the Normals of the…