December 20, 2011

free classic Tron lightcycle model

I have a Tron lightcycle fan game in progress.. well actually the project has stalled for exactly a year. I started wiping the dust off the project and try to finally finish a game. It means rewriting most of the code since it was made in Blender 2.49 and cleaning up it a bit. The only finished thing in the game is the lightcycle itself which I modeled from various references and blueprints from original Tron movie (1982).

some pictures of the project work in progress:



blend HERE
obj coming soon...

free low-poly shotgun model

This is an old low-poly shotgun model (from 2006) I made for testing purposes. It has been serving me well and I though I should share it with anyone.
Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License
so basically you can do anything with it.

1314 triangles
1024x1024 diffuse texture

blend HERE
obj mesh file + texture HERE

December 19, 2011

GLSL depth of field with bokeh v2.4

here is a new update on the depth of field shader.
• again totally redone the depth of field calculation with 2 possible options:

- Physically accurate DoF simulation calculated from "focalDepth" ,"focalLength", "f-stop" and "CoC" parameters.
- Manual - artist controlled DoF simulation calculated only from "focalDepth" and individual controls for near and far blur planes.

• added "circe of confusion" (CoC) parameter in mm to accurately simulate DoF with different camera sensor or film sizes.
• optical lens vignetting factor based on f-stop value and user defined properties.
• cleaned up the code
• some optimization

Shader is HERE
Blend is HERE

Mouse+WASD - look/movement
LMB - drag the focal point object
1 - enables DoF rendering
spacebar - toggles debug view
Up/Down arrowkeys - zoom in/out (changes focal length)
Left/Right arrowkeys - changes f-stop value

December 13, 2011

SSAO shader update v1.2

changes since 1.0:
• v1.2 - added fog calculation to mask AO. Some minor fixes.
• v1.1 - replaced rings sampling with new spiral sampling method. Taken from HERE

fragment shader HERE
blend HERE

December 9, 2011

GLSL depth of field with bokeh v2.3

This is a major update for my depth of field w. bokeh shader.
I have added a python lens control file which gets focus distance from an object, adds control of "f-stop" variable, which controls "aperture" value for the shader.

list all of the new features:

• new and physically more accurate DoF, using real lens equations
• two extra input variables - focal length (in mm), aperture iris diameter (in mm)
• added a debug visualization of focus point and focal range (red line = focal point, green area = focal range)

separate python file:
• sets focus distance from an object
• added slow adaptive focusing for natural feel
• option to control aperture diameter with f-stop values (range: f/1, f/1.4, f/2, f/2.8, f/4, f/5.6, f/8, ..... f/256)
• focal length control (default range from 6mm to 600mm)

Shader is HERE
lens control file HERE (made for Blender)
Blend is HERE

debug focal plane and depth range visualization:

v2.2 was done yesterday and I just did not had the time to post it here.

December 8, 2011

BGE impossibe box

This is a remake of Portal 2: Impossible Box seen here -

I made it to test out my remote portal system using multiple viewports and a GLSL stenciling.

blend file HERE