Sunday, June 12, 2011

Saturday, May 14, 2011

Toon/Sketch Shader

A HLSL shader I made that renders objects to look like they are drawn. It is essentially a toon shader with lines that are sketchy ( different sizes over time) and with an overlay in the darker areas so that it looks shaded. It also has a low tolerance for depth so that minor details appear, and seemed drawn in.
It uses the more accurate approach to edge detection ( change in depth instead of change in colour )

Thursday, May 5, 2011

T-Virus

Procedural Terrain Generation - 2D

Procedurally Generated destructible 2D terrain. 
The terrain is also physically simulated, and will create particles upon destruction. ( not just be deleted then fall )
Uses stacked sine waves, then interpolated textures

Fire

Experimenting with multiple scattering of smoke and illumination of fire in Vray

Procedural Terrain Generation - 3D

A Procedural Terrain Generator I made in C# 
( uses the diamond square algorithm)
Has support for textured terrain and interpolates the textures to create a nice blend

Exam_02

Tuesday, May 3, 2011

"Irradiated Flaming Moe"


f-number - 2

target - 7.19

focus - 7.4
ISO - 200

shutterspeed - 0.3
focal length - 40mm
vignetting - 1.5 

rendertime 3 min.

Monday, April 4, 2011

Tuesday, March 22, 2011

Monday, March 21, 2011

Random Stuff


A post-process pixel shader I made a few days ago. Inspired by the game Amnesia. It acts similar to bloom, but darker areas bleed instead of lighter ones.

Tuesday, March 15, 2011

Sunday, March 13, 2011

Random Stuff


Improved pixel shader, mega high-res shadow map, and a 50k skull in my C# gamey thing.
Next I need to write a guassian blur shader to create soft shadows.

Friday, March 11, 2011

Random Stuff



The end result of a day or two spent writing FBX importing into my C# gamey thing, then my attempt and creating a shadow map and projecting it over the original image ( lit with per-pixel directional light + ambient light ) using HLSL.