How would I go about having a mesh only seeable by post process, but not the player? I have a post process that pixelates a selected mesh based on a custom depthpass, producing a stylized 3d pixel look in a non pixelated world. Example with exaggerated pixelation offset from model to highlight issue. I've come up with some…
Yeah, that’s exactly the trap I kept running into as well.High-pass + threshold always ends up being contrast-driven rather than structure-driven. As soon as you start blurring or expanding to reconnect gaps, you’re no longer preserving the original topology — you’re essentially reshaping it. That’s where the “bubbles”…
Hmm I get the impression you lack some general understanding of how a shader works. You always have to keep in mind you're calculations are meant for one pixel at a time, but will be sequentially (well sorta) executed for all of the pixels on screen. So that means the texture coordinate you're working with, is that of the…
What i don't get is, why the detail is more high than in a normal map. I mean, if you create a normal map FROM a high map then you need 4pixels of the high map the calculate one pixel of the normal map. That's not good - OK! But when i render the normal map directly from the high poly model. Shouldn't i get exactly the…
This is a template script for Blender, it creates a new image and plots its pixels using Python. This is useful if you need to create any kind of data-texture to use with a real-time shader, among other uses.You're dealing with raw pixels so you can code exactly how those pixels should be generated: you can use…
pretty cool site! i noticed in this review: http://www.tftcentral.co.uk/reviews/eizo_ev2736w.htm my point about the 27 inch screens being a bit packed pixel-density-wise mentioned: "The EV2736W feature a large 2560 x 1440 WQHD resolution which is only just a little bit less vertically than a 30" screen. The pixel pitch of…
actually it paints per polygon and not per pixel. if the density of your polygons is lower than the density of pixels on your uvw map, then that's why it will come out pixelated. for example, if you're only subdivided to say 400,000 polygons, your polygon density might be 1 vertex per 8 surrounding pixels at 2048*2048…
Updated. Added parallax mapping support for people with pixel shader 3 cards. (couldn't get it to compile with 2.0). Gives an error for those attempting to use it with a card that only supports pixel shader 2.0. Also specular shinyness control in the alpha channel has been added. Along with fixes to the per pixel lighting…
This is pixel padding. It is a good thing. It makes it so when your texture gets mip-mapped in game (sized down) the data doesn't bleed over the edges and cause seams. If anything, you should have even more pixel padding (too much pixel padding isn't a thing) I set pixel padding to 96 pixels in xnormal. Apply the texture…
I dont think Per was saying that your uvs need to be 1:1 consistant over the whole mesh, its when you start scaling things up to fill large spaces, instead of packing differently or not worrying *so* much about using ever pixel. When people get obsessive with using every pixel bad things tend to happen, texal…