Subdivision landscaping ~ pt. 2: collision detection and pathfinding
I've been experimenting with the ‘Quad Remesher’ plugin from https://exoside.com/quadremesher/ to be able to quickly turn a set of overlapping box...
Member since Mar 2008
I've been experimenting with the ‘Quad Remesher’ plugin from https://exoside.com/quadremesher/ to be able to quickly turn a set of overlapping box...
For this project (an RTS game) I wanted to see if I could model all level terrain as a subdivision mesh.I did try this before, but ran into the issue...
In the game, transportation of goods is handled by little drones you can build/purchase at factories located across the map. You don't control these...
Hello. Finally some dynamic indirect lighting in the renderer! [media][/media] (this uses a single ambient light source (an environment map) only)...
Hello, A while ago I fiddled a bit with an offline translucency technique as discussed here:...
Hello again, Updated my lightmapper to bake full indirect diffuse as opposed to only an ambient occlusion term. It now also captures a viewpoint...
Hi! Wasted an entire week trying to salvage this plan I had for a new depth of field shader. To up the performance, I came up with this really...
'alloSomething I've vowed several times I'd never do again: hand-paint a skybox.The outdoor cloud-ish type specifically:Painting clouds is all fun...
The thing with architecture is that so much about it is up to whim and any procedural creation algorithm needs to be guided by a large amount of...
Time for yet another rewrite of my CSG tool.Instead of going down the iso-surfacing road like earlier attempts, I now take a more boolean-like...
In an earlier post I was considering how to add surface detail to meshes generated by the boolean tool. Back then I ran a union operation on a base...
'alloFinally got around to add an ambient occlusion baker to the pipeline.I'm baking it all to vertex maps, as these give generally good results and...
Been trying to build larger scenes using the CSG method.As base building blocks I use a series of SubD shapes as they avoid making everything look...
hallo,Modo's 'shader tree':It's a peculiar thing at first: instead of creating explicit materials, you add shading components (textures etc.) to a...
Felt my meshing tool needed another rewrite; getting trickier though.The idea behind the tool is to construct a mesh using smaller simpler building...
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