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Latest lighting Activity

I don't have time to piece apart and read all your suggestions. The answer to how this works is not “I'm considering how a graphics-engine lights any given environment, at the level of code.”

The answer is to learn how it works. Look into DirectX or OpenGL. Look at Phong shading. Etc. Normal Mapping…

2,260 views
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pixelamped
September 03, 2024 04:43 PM
setting up Qodot and creating sky piercing material

I have been creating a new game using the Godot engine, one that I am able to just add whatever. so I'll go over all the "hardships" I've had.

Setting up Qodot.

Qodot is an addon for Godot that allows you to create maps using the TrenchBroom Quake map editor. LET ME TELL YOU, if you want Half-Life, …

2,821 views
DevDylan98
March 14, 2024 03:24 PM
Good graphics are hard to get, but are they better?
Whispers of West Grove (2024) - An empty hallway left in disrepair. AAA Workflow with Indie Resources

I recently took this photo a few weeks back to mark the moment I achieved peak graphics quality for my game. It might not look very impressive when compared to some amazing projects by others, but …

5,257 views
buzzelliart
November 29, 2023 08:14 AM
OpenGL procedural terrain - triplanar texture mapping + normal mapping

Just a small demo of triplanar texture mapping + normal mapping in action over a procedurally generated surface.

To better show the effect, in this simple demo I used a brick texture over a very smooth terrain (generated using small values of "persistence").

Textures from:

. FreePBR.com

. Textures.com

C…

3,583 views
DirectX12 lighting with weird stripes

Maybe this is part of the problem:

float3 va = normalize(float3(size.xy, s21 - s01));
float3 vb = normalize(float3(size.yx, s12 - s10));

float3 localNormal = float3(cross(va, vb) / 2 + 0.5f);

You forgot to normalize the final normal, while normalizing the two tangents isn't needed. So it should be:

f…
4,477 views

JoeJ said:

Your game looks like you might use BSP trees for the levels?

Currently I am not. I'm loading the meshes in and drawing each one (with some simple batching of unique meshes). Then for collision I create individual mesh objects within bullet physics and use bullet's collision functionality t…

8,030 views
Unreal Engine 5 Path Tracing viewport mode vs PPV

Hello all,

I'm trying to create an accurate simulation of mirror reflections in UE5. I did some digging and determined that I need to focus on global (indirect) illumination Light Transport Algorithms, the first example of this that I found was path tracing, and I'm currently trying to modify my pro…

5,337 views
Thin Film Interference for Computer Graphics
Note

The theoretical parts of this article require some knowledge of optics and electromagnetism, however the conclusion and final result (a practical implementation of single-layer thin film interference in the context of a BRDF) do not. You may therefore wish to skip the theoretical sections.

Intr…
74,989 views
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