uh thats some really nice improvement there nice head as well. there is quite some papers about introduction to shaders and such, and most of them also bring up some basics about the rendering pipeline. However you will mostly find these papers and articles if you dig it up on graphics coding sites, which are probably not…
Wow, thanks for the link to Ben Cloward's blog. I didn't know he had that. Very informative reading. About the UV seam being a bug between v7beta and v7, it seems Ben's investigation was only into what happens when the adjoining UV edges are in the same orientation in UV space... yeah that's a dumb bug to make. But I was…
EricChadwick: hehe yup you're right about it being way over the top on my little friend squishy - he's a bit of an extreme example it's soooo tweaky at the moment with balancing out scale vs attenuation blooming that it's easier on the art side just to try and do the upper extremes and mask down from that through the…
Woo! go away for a short holiday (mmmmm seafood and spa's) and get back to a heap of cool links and info - thanks guys, really appreciate it Eric: again, thanks for the info -- I've had a hell of a time getting my head around the different transforms to re-normalise the tangents, but yah, no such luck fixing that original…
Alrighty... <font color="orange">Public release, version R2 is ready to download </font> go here to grab it. It's not perfect, there are inherant limitations, it's quite tweaky, it only supports one light+ambient, and the code isn't as pretty as it could be. With that said however, you can get some awesome results and I…
[ QUOTE ] hey man, this is really good stuff! cutting edge, hardcore shit man.. i haven't seen this is next gen engines.. unless i'm confused--?? [/ QUOTE ] While not exactly like this, UE3 has "transmission maps" which are it's version of SSS map. This is looking AWESOME man. I didn't know you coded as well as made…
pogonip, aresee: cheers guys Vailias: yup, all hlsl - using the max7 directx 9 viewport material, hence why the shots are in the max viewport. Beauty of this is that the exact same file and code is used in both the viewport while you're creating your assets, as is used in your final engine... man I love that As for getting…
Heh - I'm looking at a "To Do" list I wrote for myself about two months ago. Two of the items on the list that I hadn't crossed off yet are: - Write a skin shader - Write a tutorial on the basics of shader writing Funny stuff. Thanks for helping me with my list, Joel. :0D I would love to contribute to a project helping…
a friend of mine, who works with me on a gameengine, is quite a wiki fan, and has set up many, I am sure he would do it, since he is also a coder/art mix. sorry for the sidetracking of the original thread btw the Y -/+ thing very likely is right handed vs left handed coordinate systems