

Thanks!StompinTom wrote:That lawn looks awesome! How feasible is it to cover a field with it though? I guess you'd only be able to use it close to the camera and use a displaced plane for the rest....
Great job!
just 2 differently scaled fbms added together (one for the big waves on for small ones):CTZn wrote:@fused: First, congrats for the ISL nodes, that sounds amazing ! Secondly, is that water displacement some fbm with lower values inverted ?
If that's the case I would consider using such a shader for skin bump mapping
Cool stuff !
Code: Select all
<shader>
<shader>
<![CDATA[def Vec3ToReal(vec3 v) real : ((doti(v) + dotj(v) + dotk(v)) / 3.0)
def noise01(vec3 v) real : ((noise(v) + 1.0) * 0.5)
def noise01(vec2 v) real : ((noise(v) + 1.0) * 0.5)
def noise01(real r) real : ((noise(r) + 1.0) * 0.5)
def fbm01(vec3 v, int oc) real : ((fbm(v,oc) + 1.0) * 0.5)
def fbm01(vec2 v, int oc) real : ((fbm(v,oc) + 1.0) * 0.5)
def fbm01(real r, int oc) real : ((fbm(r,oc) + 1.0) * 0.5)
def mulCompVec2(vec2 a, vec2 b) vec2 : vec2(doti(a) * doti(b), dotj(a) * dotj(b))
def mulCompVec3(vec3 a, vec3 b) vec3 : vec3(doti(a) * doti(b), dotj(a) * dotj(b), dotk(a) * dotk(b))
def eval(vec3 pos) vec3: (vec3(fbm(mulCompVec2(getTexCoords(0) * 10.0, vec2(1.00000, 1.00000)),8)) * 10.00000) + (vec3(fbm(mulCompVec2(getTexCoords(0) * 10.0, vec2(4.00000, 4.00000)),8)) * 1.00000) * 1.00000]]>
</shader>
</shader>
hey Polinalkrimizei,Polinalkrimizei wrote:Amazing subamarine-scene fused! The submarine looks huge, heavy, and very "physical"!
Also liked your obstacle-map test very much. I've always wondered how an obstacle map should look actually, is it like a bw-picture of the shape of the aparature or something?
Yours looks much more interesting than the standard one, mind posting it?
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