Recent content by bcloward

  1. bcloward

    Free HLSL Shader Tutorial Videos

    Several years ago I made a series of training videos to teach artists how to write real-time shaders in HLSL. The series starts out with very simple concepts so that someone with no programming experience at all can start right from the beginning and learn to write shaders. Further into the...
  2. bcloward

    texture dilation filter- need HELP!

    Sounds like you're making some progress - although 20 passes is insane. Are you joking? I got similar results with 2 passes, and really nice looking results with 4 - but that's probably too many for real-time. Can you put the file somewhere else? I tried grabbing it at that link and just...
  3. bcloward

    texture dilation filter- need HELP!

    I don't have a head that I can give you, but I can probably fix the UVs on the one that you have pretty easily. Let me know where you found it and I'll see what I can do. My experience with the Poisson Disc filter is that it doesn't look that great if you run it just once, but if you run it...
  4. bcloward

    texture dilation filter- need HELP!

    I'm also working on this problem. I'm currently implementing this type of real-time sub-surface scattering as a new node in ShaderFX. I also tried the method that you have posted and ran into problems - not quite like the ones in your screen shot - those are really weird looking - but I wasn't...
  5. bcloward

    What is most needed for graphical realism?

    I think that artist talent is the most important factor. I completely disagree with deathkiller on that point and I actually question whether it's realism that we're after. If I want realism, I can just take my camcorder out into my back yard and shoot some footage. That's about as real as...
  6. bcloward

    Plastic fantastic.

    Actually, the fact that people are complaining about the plasticy look is a good sign to me. It means that real-time graphics are getting to the point were we can actually achieve the look of a real surface. Since it's so new, we haven't done a good job of anything but plasticy yet - but it...
  7. bcloward

    Constructing a Light Transform Matrix

    Thanks a lot for your quick reply. Using world Z as the up direction isn't a good solution because the closer my light vector is to the world Z, the less correct my results will be. However, this should work for now - as long as I keep my light source on the same horizontal plane as my object...
  8. bcloward

    Constructing a Light Transform Matrix

    I'm trying to write an HLSL FX shader that will run in 3ds Max that will allow a model to cast projected shadows on itself. I've got the whole thing written, but I'm having some issues with the light transform matrix. Max doesn't allow me to pull in a pre-computed transform matrix for the...
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