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 )
Saturday, May 14, 2011
Sunday, May 8, 2011
Thursday, May 5, 2011
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
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
Wednesday, May 4, 2011
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.
Subscribe to:
Posts (Atom)