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eppo

eppo's Blog

Member since Mar 2008

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Hamster and the drone factory

Hamster and the drone factory

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...

· 2.5k · 2
Renderer bells & whistles ~ pt. 2

Renderer bells & whistles ~ pt. 2

Hello. Finally some dynamic indirect lighting in the renderer! [media][/media] (this uses a single ambient light source (an environment map) only)...

· 4.3k · 7
Translucency maps

Translucency maps

Hello, A while ago I fiddled a bit with an offline translucency technique as discussed here:...

· 3.8k · 3
Renderer bells and whistles

Renderer bells and whistles

Hello again, Updated my lightmapper to bake full indirect diffuse as opposed to only an ambient occlusion term. It now also captures a viewpoint...

· 3.6k · 2
Bokeh to the Future

Bokeh to the Future

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...

· 3.4k · 4
Cloud.gen

Cloud.gen

'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...

· 4.3k · 8
A billion chimneys and more CSG fun

A billion chimneys and more CSG 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...

· 3.4k · 3
The Feature-fracturing algorithm

The Feature-fracturing algorithm

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...

· 4.5k · 4
B-rep displacement mapping

B-rep displacement mapping

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...

· 2.9k · 3
A vertex occlusion baking guide

A vertex occlusion baking guide

'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...

· 5k · 7
More of the bool-tool

More of the bool-tool

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...

· 2.8k · 5
Multi-texturing + Yoshi's Island

Multi-texturing + Yoshi's Island

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...

· 2.9k · 2
Mesher ~ another iteration

Mesher ~ another iteration

Felt my meshing tool needed another rewrite; getting trickier though.The idea behind the tool is to construct a mesh using smaller simpler building...

· 4.3k · 6