tag:blogger.com,1999:blog-5209117383455652131.post3611272426499269380..comments2024-03-25T00:12:42.030-07:00Comments on //game dev log of martins upitis: box projected cube environment mappingmartinshhttp://www.blogger.com/profile/12279637301695841134noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-5209117383455652131.post-74999808407290122932017-01-18T18:14:51.194-08:002017-01-18T18:14:51.194-08:00I'm a few years late here. :) This is an beau...I'm a few years late here. :) This is an beautiful demo. The metal sphere, the refractive sphere, plastic wrap on the crates, awesome! and it has source code, thanks.Anonymoushttps://www.blogger.com/profile/00448129976215174088noreply@blogger.comtag:blogger.com,1999:blog-5209117383455652131.post-4850192664709415892015-11-19T03:48:51.728-08:002015-11-19T03:48:51.728-08:00I'd like to see this:DI'd like to see this:DAnonymoushttps://www.blogger.com/profile/12404644753081904587noreply@blogger.comtag:blogger.com,1999:blog-5209117383455652131.post-75063570179652697312015-05-20T04:04:35.000-07:002015-05-20T04:04:35.000-07:00thanks for the code was very helpfull
Why do you r...thanks for the code was very helpfull<br />Why do you reconstruct you normal like this, normaly you just get it from the texture.<br /> vec3 nTangent = normalize(vec3(n.xy*bumpCoeff,sqrt( 1.0 - n.y * n.y - n.x * n.x)));Dimihttps://www.blogger.com/profile/05678274349033621364noreply@blogger.comtag:blogger.com,1999:blog-5209117383455652131.post-62585891278767175172013-06-02T17:59:57.227-07:002013-06-02T17:59:57.227-07:00there is actually another very nice method for acc...there is actually another very nice method for accurate real time reflections I am trying out. It is called "Real time Local Reflections" It is now widely used in many newest titles. I will post the results soon.martinshhttps://www.blogger.com/profile/12279637301695841134noreply@blogger.comtag:blogger.com,1999:blog-5209117383455652131.post-77071119419999949002011-12-09T02:51:19.560-08:002011-12-09T02:51:19.560-08:00But for the time being, we need to fake...(sight)....But for the time being, we need to fake...(sight). I was thinking, this BPCEM is great! Can you combine it with the VideoToTexture BGE Module to update the environement map once the camera is out of the 'room's' range? The cube map has 6 faces right, you get 6 different textures from 6 cameras and then render the result from another, then replace the map with the result, and refresh it!<br />Et voila, quasi realtime reflections!torakunsamahttps://www.blogger.com/profile/14566734665314063357noreply@blogger.comtag:blogger.com,1999:blog-5209117383455652131.post-65280824216693432062011-10-13T04:45:43.820-07:002011-10-13T04:45:43.820-07:00Seeing path-tracing engines like Octane and Cycles...Seeing path-tracing engines like Octane and Cycles to render stuff at interactive speeds, in near future games you will not need to fake the effects with these shaders anymore ;)martinshhttps://www.blogger.com/profile/12279637301695841134noreply@blogger.comtag:blogger.com,1999:blog-5209117383455652131.post-62800406986422697572011-09-27T21:48:57.537-07:002011-09-27T21:48:57.537-07:00I never get tired of looking at this file. Great w...I never get tired of looking at this file. Great working Martinsh.<br /><br />At some point during Siggraph I even thought the envmap were not pre-baked (I was spoiled by a horse power computer, true :).<br /><br />For sure one of the great hits at the Blender Booth!<br />--<br />DalaiDalai Felintohttps://www.blogger.com/profile/15689670833774897592noreply@blogger.com