shader

Little week end challenge reproducing the fish…

Little week-end challenge: reproducing the “fish” shader demonstrated by Matt Nava in his talk at GDC last year. The shader Giant Squid Studio developed (at 3:50): After a few hours (not many), shader in godot: The source code is available on github: https://github.com/frankiezafe/Fish-shader

same video on peertube a bit more than…

(a bit more than a technical demo this time) After finishing the work on shadows, it was time to play with the different materials possibilities. To explain a bit what you are seeing: at the top left, the 3 textures containing the shadow maps; transparent walls (wireframes) are not take into account in the shadow

Ogre3d really deserves some attention to deliver its…

Ogre3d really deserves some attention to deliver its full potential. A good example is the management of different version of shaders in a single program. In the image here above, the graphical cards are very different: the laptop has a low-end integrated intel chipset, the workstation is working with a GTX 980. The supported opengl

Tutorial for shadow mapping http www paulsprojects net…

Tutorial for shadow mapping: http://www.paulsprojects.net/tutorials/smt/smt.html Resources about shadow techniques: generalities: http://www.peroxide.dk/papers/realtimesoftshadows.pdf generalities: Algorithms for Real-Time Rendering of Soft Shadows – http://www.csse.canterbury.ac.nz/research/reports/HonsReps/2007/hons_0705.pdf listing: http://www.nvidia.com/object/doc_shadows.html cascade shadow map: http://developer.download.nvidia.com/SDK/10.5/opengl/src/cascaded_shadow_maps/doc/cascaded_shadow_maps.pdf volume lights: http://developer.download.nvidia.com/SDK/10.5/direct3d/Source/VolumeLight/doc/VolumeLight.pdf percentage closer soft shadows: http://developer.download.nvidia.com/SDK/10.5/direct3d/Source/PercentageCloserSoftShadows/doc/PercentageCloserSoftShadows.pdf http://developer.download.nvidia.com/shaderlibrary/docs/shadow_PCSS.pdf variance shadow mapping: http://developer.download.nvidia.com/SDK/10.5/direct3d/Source/VarianceShadowMapping/Doc/VarianceShadowMapping.pdf Opacity Shadow Maps in Crystal Space, tagged PSSM: https://volumetricshadows.wordpress.com/tag/pssm/ stencil vs pssm: http://www.conitec.net/beta/shadows_c.htm

Back to shadows problem currently implementing a clean…

Back to shadows problem, currently implementing a clean version of the Parallel-split shadow maps (pssm) in a way it could be packed nicely in the standard assets of the engine. , source: https://www.researchgate.net/publication/220805307_Parallel-split_shadow_maps_for_large-scale_virtual_environments End of the day PSSM shadows are applied “correctly” in the materials. Still a lot do to to be able to set

Cool day today the creation of the example…

Cool day today: the creation of the example.glitch was quite fun. The example demonstrate a bit more extensively the usage of the ogre’s compositor (see here) and the interaction with shaders. If you test the example, ckeck CustomApp::createCompositor: you’ll find comments about how to interact with the shader’suniform. The superb model in this scene is

Shadows at last Due to some tiny errors…

Shadows, at last! Due to some tiny errors in the shaders of the ShadowsV2 sample, it has been quite tricky to make PSSM shadows work in the example. Not sure yet how this will behave with transparency and skinned meshes + borders require a bit of blur, but cool for now!

Starting to feel the love As explained yesterday…

Starting to feel the love! As explained yesterday by @xuv, #ogre3d learning curve is stiff. This morning, i started to customise the compositor. The idea is to be able to change the background color of only one part of the screen. To do so, i just added one node in the compsitor workspace, before the

Cel shading + bloom effect Empty example as…

Cel shading + bloom effect. Empty example, as in the issue “prepare an empty example working on linux using v2.0” (https://bitbucket.org/frankiezafe/polymorph-engine/issues/1/prepare-an-empty-example-working-on-linux) is finished! In the example, the UI allows to modify the cel-shading params dynamically. The repository is here: https://bitbucket.org/frankiezafe/polymorph-engine/, and always accessible in the right column “polymorph engine source”