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created Tech Artist - What are you working on: FOREVER Edition!
on 01-02-2010 01:17 PM
I've seen a lot of cool threads around here recently, from LitSpheres to Snow blending shaders etc...
It's a pity we wait to have proper finalized stuff to show it...
So what about a technical wip thread?
I also stumble upon tons of cools papers but i never share with anyone...
There was a similar one at tech-artists.org but there's just too few users.. Is polycount big enough? We'll see
I've been lazy for almost a year, but we have to start with something right? SO, I dug up some stuff
Spherical lights:
Some might remember these endless talks about how point light have no accurate specular blablabla, so I came up with this simple model where lights have a defined radius. ( http://www.mentalwarp.com/~moob/show...hereLights.jpg)
I recently updated this shader to generate a procedural floor reflection and to take the new model into account into the diffuse contribution, and not only specular.
Yes it is expensive as hell, but i was bored at Xmas, forgive me: lights are calculated in a loop in the pixel shader, and the process is done a second time just for the floor (even tough in a simpler manner: no normal, no spec) (yes i cheated there is precomputed occlusion/shadows)
Multilamp BRDF shader, yay!:
I've been working with unity on iPhone, which only supports 'Sphere Map' instead of regular cube. So i had to write a shader to transform cubes into this funky oldschool format:
 .
Some of my recent work at CCP got released not so long ago:
- procedural moons (i did selfshadowing craters at first, but it's not very old cards friendly...)
- animated gaz giants with moving clouds
- planetary rings with procedural cast shadow
Let me see your stuff now 
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, triangle,
309 Posts,
Join Date Jan 2005,
Location Belgium
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Nice stuff, and good idea Brice!
I've got a couple of WIP MEL scripts and Maxscripts, will see if I can grab any useful screenshots tomorrow and maybe polish one or two ready for release.
A maxscript LWO importer, a Maya "OBJ bits box" and some random UV tools I think...
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, MoP,
11,603 Posts,
Join Date Oct 2004,
Location London, UK
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Good idea, and really nice planets.
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, polygon,
616 Posts,
Join Date Jan 2005,
Location Los Gatos, CA
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I just got random MEL's I kick out, and messing with adding custom attributes to things. Was tooling around with a Hammer material exporter.
I tried the LWO importer for MEL and it never worked, but maybe now since I have a better understanding, I can take it on again.
Lamont G.- Environment Artist - UbiSoft Osaka
CGBYLG.com
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, card carrying polycounter,
2,274 Posts,
Join Date Dec 2008,
Location Japan
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clipboard RTT camera mapping:
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, veteran polycounter,
3,037 Posts,
Join Date Mar 2008,
Location Sydney Australia
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renderhjs that's looks great!
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, card carrying polycounter,
1,978 Posts,
Join Date Oct 2004,
Location Leominster, MA
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yeah! looks awesome!
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please guys, stick this
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, dedicated polycounter,
1,459 Posts,
Join Date Feb 2006,
Location Redmond WA
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that is pretty nifty RenderHJS!
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, triangle,
473 Posts,
Join Date Jan 2009,
Location Seattle WA
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Awesome stuff in here. I support a sticky - though, somebody needs to seriously do something about the page-long string of stickies we have already. It's a bit much.
I've been working on a lot of windows tools lately. The most promising is a sort of pie-launcher, very similar to the one in Maya, or Modo. Or if you have a Wacom Intuos4, it's a bit like that one.
It's used for launching files, apps, etc.
I got busy with some work crunch so I had to put it aside, but I'm going to pick it up again soon. I'm just about ready to start having people test it.
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, veteran polycounter,
3,637 Posts,
Join Date Jul 2005,
Location Texas
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@Render
if its not already implemented could you do a snap to pixel center function for finished layout,
(selects all vertexes and snaps it to a pixelcenter given the dimension of the map)
(input height with button output -> snapped)
DARN it hurts my eyes
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right now I work on a Lua script that generates maxscript code for UI layout stuff. So that I can use a pair of .ms and .lua file to generate an output .ms file with rollout code.
the lua file describes the content (widgets...), and I can have some fun with automatic layout management.
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, dedicated polycounter,
1,346 Posts,
Join Date Nov 2004,
Location Germany
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I foresee lots of awesome in this thread
Personally I'm working on a 2d unity3d clone for XNA. It's not really pimpready though :P, maybe in a few months.
while(true){ MakeArt(); }
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, triangle,
353 Posts,
Join Date Oct 2006,
Location Shanghai
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Trying to learn World Machine 2 as a tool for RTS level editing. I gotta say I'm really starting to love working with node based apps like these. Slowly getting there, need to add output nodes for a heighfield and texture masks.
Anyone have any cool to share regarding WM2?
The coloring of the terrain is just for preview purposes, to see how my masks will work.

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, dedicated polycounter,
1,366 Posts,
Join Date Dec 2004,
Location Malmö, Sweden
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@kodde : the size of your GUI scares me, that looks like something for a touch screen used with only thumbs. Seriously its like 4x bigger than my UI stuff in windows
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, veteran polycounter,
3,037 Posts,
Join Date Mar 2008,
Location Sydney Australia
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Resized to not get really widescreenish screenshots ;)
I use one monitor at home, at 1920x1080, I don't work with the nodes that small.
But yeah, Windows 7 default or whatever. Can't be arsed to change what I don't find broken.
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, dedicated polycounter,
1,366 Posts,
Join Date Dec 2004,
Location Malmö, Sweden
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renderhjs Thats a amazing new tool your working on,
I do have a question though, would it be possible to have it export out at preset sizes already? I noticed it was at a lower rez (800X800) when you brought it back into photoshop,
Is it possible to keep it for higher end detail when copying over so if your texturing lets say a 2048 based model etc It gets good pixel depth? Or are those all in the works right now? 
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, card carrying polycounter,
2,390 Posts,
Join Date May 2006,
Location In the Year 20XX
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Quote:
Originally Posted by seforin
renderhjs Thats a amazing new tool your working on,
I do have a question though, would it be possible to have it export out at preset sizes already? I noticed it was at a lower rez (800X800) when you brought it back into photoshop,
Is it possible to keep it for higher end detail when copying over so if your texturing lets say a 2048 based model etc It gets good pixel depth? Or are those all in the works right now? 
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I could filter out only the visible faces of the 3d model and calculate for those the used triangle UV space within the texture size (similar to how I computed texel sizes) . This would mean that I'd have the pixels area visible in the view but in texture space.
With that again I could compute a scale ratio (by comparing visible texture space and screen view space) and scale the perspective output by that. I think I will add that, that might be a nice way to go to determine the optional size for painting on based on the texture size.
I will add some checkbox for switching to either viewport renderer or CPU renderer.
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, veteran polycounter,
3,037 Posts,
Join Date Mar 2008,
Location Sydney Australia
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Quote:
Originally Posted by renderhjs
I could filter out only the visible faces of the 3d model and calculate for those the used triangle UV space within the texture size (similar to how I computed texel sizes) . This would mean that I'd have the pixels area visible in the view but in texture space.
With that again I could compute a scale ratio (by comparing visible texture space and screen view space) and scale the perspective output by that. I think I will add that, that might be a nice way to go to determine the optional size for painting on based on the texture size.
I will add some checkbox for switching to either viewport renderer or CPU renderer.
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yeah if they stood at set res's that you could calculate based on 128X128, 256 X256 Etc that would work great...though would it work with odd set dimensions? Like 128X256?
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, card carrying polycounter,
2,390 Posts,
Join Date May 2006,
Location In the Year 20XX
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I think some of the stickies were actually removed from the top of the section since yesterday. Maybe the Polycount overlords are making room for something?
This is a great thread idea and I've enjoyed reading it so far. Hopefully it continues to grow.
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, polycounter,
1,257 Posts,
Join Date Mar 2009,
Location Vancouver, BC
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Quote:
Some of my recent work at CCP got released not so long ago:
http://www.youtube.com/watch?v=InimDSMVHiY
- procedural moons (i did selfshadowing craters at first, but it's not very old cards friendly...)
- animated gaz giants with moving clouds
- planetary rings with procedural cast shadow
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The new eve stuff is lovely! Round of applause for you. 
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, polycounter,
776 Posts,
Join Date Jan 2006,
Location UK
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Great work guys.
I have and always will be working on my coolRIG system.
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, polycounter,
951 Posts,
Join Date Oct 2004,
Location Dallas, TX USA
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that's a very nice looking set of rigging tools, monster!
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, polycounter,
810 Posts,
Join Date Dec 2007,
Location Tokyo, Japan
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wow, that rigs pretty sick 
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, polycounter,
1,064 Posts,
Join Date May 2008,
Location Kirkland, WA
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Instant classic thread! Great idea. <3
draw without greed
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