Random "work in progress" shots
category: general [glöplog]
Some recent random rendering experiments:
Reproducing a certain effect from a certain numbered demo...

And some fun with ray tracing and edge detection.


Reproducing a certain effect from a certain numbered demo...

And some fun with ray tracing and edge detection.


nice ones zavie!
Thank you mog. :)
Here is another one, with a post-processing test:

Here is another one, with a post-processing test:



some retro simd-heavy swrender democoding, just started.

pfft, directories are always 4096 bytes :P
in other news:

in other news:

something something sw rendering


platform Amiga 500


lets try that again with a better link

wbc\\bz7: this looks great!
awesome shaders

gonna take everyone's FM candy
64 bytes 3D Starfield for DOS (wip)
i know, with that size limit it's hard, but it looks very underwhelming so far ...

i know, with that size limit it's hard, but it looks very underwhelming so far ...

SCA you back on Amiga?
@Legend: in my spare time, i've been getting back into assembler on amiga over the last couple of years. So kinda back, but there might not be a release any time soon, as i'm just slowly relearning the stuff.
The effect in the screenshot have taken me about 2 years on/off, just to get to this stage :D, but atleast it's running fullscreen 50fps at this point.
The effect in the screenshot have taken me about 2 years on/off, just to get to this stage :D, but atleast it's running fullscreen 50fps at this point.
Oops. Take two.



here's your new wallpaper ;)


This is what Marcellus Wallace looks like :)


raer: nice :D
Quote:
here's your new wallpaper ;)
It is absolutely gorgeous.
SCA: Great! :)
Alopex: Wow that looks really awesome
Alopex: Wow that looks really awesome
@maeln
thank you :)
if you are interested how It is done:
Basically it is a technique that was used on the latest Alien Movies.
(google for gutalin / the art of gutalin)
I used a clever way to lay out uv coordinates on a 3d model I made in zbrush.
then a displacement map is applied which provides all these fine greeble details.
The model has a poly count of about 100 million polys.
Now I´m working on some new workflow. Due to the fact that zbrush has no problem displaying such a high poly count - and now has a true perspective camera. I make a camera movement around the model. put these photos into a photogrammetric 3d scan software and try to reconstruct it all to a very low poly model with a single diffuse texture. like projection mapping. let's see what happens.
greetings, Cosmic
thank you :)
if you are interested how It is done:
Basically it is a technique that was used on the latest Alien Movies.
(google for gutalin / the art of gutalin)
I used a clever way to lay out uv coordinates on a 3d model I made in zbrush.
then a displacement map is applied which provides all these fine greeble details.
The model has a poly count of about 100 million polys.
Now I´m working on some new workflow. Due to the fact that zbrush has no problem displaying such a high poly count - and now has a true perspective camera. I make a camera movement around the model. put these photos into a photogrammetric 3d scan software and try to reconstruct it all to a very low poly model with a single diffuse texture. like projection mapping. let's see what happens.
greetings, Cosmic