Normal map generation using blender and processing org…
Normal map generation, using blender and processing.org. Read more here: Notes:Normal map generation.
Normal map generation, using blender and processing.org. Read more here: Notes:Normal map generation.
My website being back online, I will document the researches related to disrupted cities in several pages there. main page (quick presentation, history, etc) galleries generation of the road network I’m currently working on an algorithm to nicely shrink the blocks detected in the network…
Road network generation: the gif gives you an idea of the procedure executed in ~300 milliseconds by the c++. With a deformation:
Reviewing the road generation system. generation of normal and tangent for each segment (cyan & purple vectors): they can be used easily to generate a new road starting from any point; a million better random selection, based on the formula: X1 = a*X0 + b % m; This random generation merits a bit of attention. …
flat network (no Z) slight Z curvature strong Z curvature strong Z curvature strong Z curvature After a bit of struggle with the management of a 3d grid, the advantage is there: it’s now easy to generate a road network in 3D, with automatic connection of the streets while generating them. It’s a simple brute …
A bit of sight seeing: Inside buidling: super low resolution far buidlings: Orange atmosphere (bg + fog + texture color adapted):
It’s holidays in schools this week in belgium, a good occasion for me to pull out of the grave an old project: disrupted cities. 4 years ago, the scenes have been generated within blender: city maps, meshes and uvs. I was certain it wouldn’t be too hard to port in real-time, and that’s what i’ve …
Joint version 1: uvs are (nearly) ok. The error in vertices calculation is to have only one vertices at each corner on the bottom plane. This involves have only 1 uv coordinate for these vertices, where 2 are required – see uvunwrap here below. Each joint can receive a configuration to deform the height of …
UV coordinates generation. End of the week and a bit disapointed: i didn’t finished the joint generation. Manipulation of memory using OGRE_ALLOC_T, MemoryDataStream & DataStreamPtr is tricky. The idea is to generate the texture on the fly, for each new joint. Therefore, i couldn’t achieve the uv calculation… The top faces are ok, the other …
Generation of mesh, material and texture. Thanks to the #MadMarx tutorial, BaseExample now demonstrate how to generate elements at runtime. In the screenshot here below, the central square with the green/red gradient has been generated, not loaded from the disk. Source: http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Mad+Marx+Tutorials&structure=Tutorials