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kodde's Avatar
Old (#76)
Got the normal map effect for transition area of the iris.

Left side is the new version, right side old version. Oh and I think the right side has it's cube map rotated incorrectly, also been fixed.

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Brice Vandemoortele's Avatar
Old (#77)
very nice
is it some sort of star shaped gradient that you clamp dynamically for masking? very cool anyway
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kodde's Avatar
Old (#78)
Brice> Thanks. Yeah you are right, it's based on a b/w gradient texture that you clamp dynamically. In other words you can define pretty much whatever iris shape your want and animation to go with it if you can make a gradient texture for it. Sounds tricky? I set up a scene with Z-depth shader to model my gradient shape instead of using a 2D app with limited gradient controls ^^

Thinking of sharing the shader with the community, but then again it's quite a slim purpose and quite tech savvy to grasp what all the textures are for.

This is the gradient for this specific example:
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Flynny's Avatar
Old (#79)
Ive been working on a animation script for zeroing/editing animation channels on a object that doesnt destroy the animation already there..

Basically a make hips go to world zero perfectly so theres no blending issues between differant animations because they should all be zerod out ;D hard to explain heh


Its for maya and il post up soon with images..

Heres a link, for some reason today of all days my windows has decided all screenshots will be almost pure black so no images/videos as yet ><

http://kflynny.wordpress.com/2010/02...t-for-zeroing/

Last edited by Flynny; 02-03-2010 at 05:56 AM..
My Youtube!

Animation's my goal..
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CrazyButcher's Avatar
Old (#80)
some videos on the ghosting/cutaway realtime stuff I do for PhD, a bit choppy due to video captured to encrypted disk. Also quake-cam isn't perfect for this ;) but well effects run at very high fps (> 250 on geforce 9600)

http://www-e.uni-magdeburg.de/kubisc...vid_ghost1.wmv
http://www-e.uni-magdeburg.de/kubisc...vid_ghost2.wmv
http://www-e.uni-magdeburg.de/kubisc...d_section1.wmv
http://www-e.uni-magdeburg.de/kubisc...d_section2.wmv
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kodde's Avatar
Old (#81)
Thats cool crazybutcher. The choppy FPS doesn't do justice for it.
Whats the purpose of it? Highlight certain organs or areas? Any transition between non-ghosting -> ghosting? Animated camera to focus at that area?
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CrazyButcher's Avatar
Old (#82)
yeah highlight organs/tumors... I do the tech. Others in the workgroup do studies on what effects are actually better for spatial perception, another person had things like animated camera paths in his PhD research. So in this case it's not part of a "end-user" application, but mostly for getting feedback fron surgeons and serve as input for the perception study.

In another project that shall aid diagnose of coronary heart disease, I do tech and "end-user" workflow/app. 4 screenshots combined:
http://crazybutcher.luxinia.de/wip/vesselall.jpg (currently working on a new system with similar features as that one, but different approach in user interface and alike)

Last edited by CrazyButcher; 02-03-2010 at 11:38 AM..
3dsmax scripts and .fx - pixeljetstream - expressing my own opinions
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Vrav's Avatar
Old (#83)
Quote:
Originally Posted by kodde View Post
Sounds tricky? I set up a scene with Z-depth shader to model my gradient shape instead of using a 2D app with limited gradient controls ^^
I'd like to see it! Can't guarantee I'd do anything with it at the moment, but would be fun to look at and learn from. Your video looks really nice, is a clever solution. I've just baked such objects to plane as a heightmap for the same effect in the past.

CrazyButcher... that's awesome. o_O

Last edited by Vrav; 02-03-2010 at 08:14 PM..
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chronic's Avatar
Old (#84)
been working on a script to help UV manipulation in Maya, working on game assets I often use images in non-square aspect ratios. Maya's aspect ratio correction view is great but when you are in that mode some things dont work - like rotation - this script solves that problem, amongst other things. It was written and designed mainly for myself and co-workers, if you find any inconsistencies let me know so I can improve it.

lcUVMover.zip

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sama.van's Avatar
Old (#85)
Working on a set of videos for my Folio showing tools I've done on Maya with Mel script !

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mLink's Avatar
Old (#86)
chronic, that looks like a really useful tool. gonna give it a try today
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kodde's Avatar
Old (#87)
Quote:
Originally Posted by Vrav View Post
I'd like to see it! Can't guarantee I'd do anything with it at the moment, but would be fun to look at and learn from. Your video looks really nice, is a clever solution. I've just baked such objects to plane as a heightmap for the same effect in the past.
Cool. I'd like to prepare an example scene or somehow simplify it first though. It's kind of messy with lots of texture slots. T_T
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commander_keen's Avatar
Old (#88)
I made a destructible object system in Unity. The objects must be broken up in the 3d app but once imported you just need to assign a script to the root and it sets everything up. It automatically batches the object chunks into a single mesh when the pieces are not moving to reduce draw calls, and i have tested it with about 100 inactive destructible objects at about 500 fps.

Web Player

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CrazyButcher's Avatar
Old (#89)
very nice work Keen! I guess the z-fighting along the break splits could only be resolved if the split geometry was created in code (ie. inside faces discarded from indexbuffer) Or it's slight mismatches at the shared vertices.

nevertheless great stuff.
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kodde's Avatar
Old (#90)
Got parallax to work correctly with my shader yesterday.

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SimonT's Avatar
Old (#91)
really great @ kodde!
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renderhjs's Avatar
Old (#92)
wrote a script to snap UV vertices to pixel corners for a current game project:


another script is in a wip state but I think I am cracking something big here:

It translates UV shells from a source shell to others similar to a stack tool. What is special however about this is that it reads the Geometry topology and not the topology of the UV shells in order to reconstruct things.
Headus UV layout has something like this but it requires to mark 1 vertex in order for the math behind it to work.
I however found a way to determine for every vertex a unique ID without depending on rotation or scale. So with that I know a unique order of the vertices of all shells and then just read from the source shell to the to be applied shells.
What this means:
Have for example a 3d mesh with lots of stones or bricks all based on the same topology but with different orientations and scale offsets. With this you would just have to unwrap 1 stone nicely and apply this same uvShell unwrap to all the others. Also with this you can stack UV shells perfectly on top of each other, it even works with flipped or symmetrical elements.

There are still some pieces to solve as you can see in the animated GIF but I can already map 80% of the verts to their location, the rest is more comparison stuff to do.
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MoP's Avatar
Old (#93)
renderhjs: that last thing is awesome! looks really useful

I've been learning a bit of PHP for my new website design, I've set it up so that it generates a list of thumbnails from a subfolder, then when you click on a thumbnail it scans a folder matching the thumbnail name, and puts all of that into a page to display. Of course it's all controlled by CSS so I can do whatever I like with the layout and style, so it should be pretty flexible if I ever feel like changing my site design.
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kodde's Avatar
Old (#94)
Thanks SimonT
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SyncViewS's Avatar
Old (#95)
Hey Kodde, that's really stunning, and makes me even more eager to start poking at shaders coding. Unfortunately I got so many things to do, and I know if I start in it, I'd put everything else aside for a while (very bad!), so please, less condensed coolness! :D
IllusionCatalyst – Instrument set for 3ds Max │ AliquaForma – Personal portfolio in fieri
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kodde's Avatar
Old (#96)
SyncViewS> Haha Thanks.
Yeah me too, so far this is just node-based mental mill. I also want to start using FX Composer and do it by hand.
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Funky Bunnies's Avatar
Old (#97)
renderhjs! you're making some badass progress on that, man!
that would be intensely useful
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CrazyButcher's Avatar
Old (#98)
cool work, renderjhs. for the pixel snapping, you could also add a "snap to edge", ie snap uvs to closest edge pixel (detect edges of a certain magnitude on the bitmap), but I am not sure how real-world useful that is, at least in your example you have some clear edges in the texture.
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kodde's Avatar
Old (#99)
I'm such a sucker for shaders since I started playing with Mental Mill.

So i was playing a bit of Mass Effect 2 earlier and one of my characters used this shield ability. I was inspired to try to reproduce this shader effect.

Here's where I'm at so far. I'm considering adding some form of fractal/noise animation or something alike to get the surface to feel "living".

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kodde's Avatar
Old (#100)
Kept working a bit on this today.

Shield pattern and shield base intensity are animated. It has a fractal texture with rotation and translation animated, also an sinus+noise texture on shield intensity. Oh and a plain white facing dependent color addition and of course animated colors... messy I know.

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