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Vertex deformer: video balls!Had a bit of a play with vertex samplers again lately. This was done during breakfast and lunch today.. I ran out of time at the end of lunch, and just got a random video off the web so i had something to capture. Sorry about the bits where not much happens, and the red titles ;) It's badly in need of decent lighting and some design too... maybe next week.
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That is nice.
Very nice, it works really well with a face. Could you post a wireframe ?
Well, I could if I could think how to render wireframe in QC.. do I need the kineme gl tools?
Yeah, use gl tools, and pop the whole thing (or at least the renderer) inside a GL Polygon Mode patch, with front faces set to Wireframe. (maybe back faces too, if you're not culling them)
Thanks, got it in wireframe now. Had to turn the mesh quality right down to see the lines clearly though, it was running 256x256 before, this is 64x64.
wow, uber-nice. What's your FPS with 256*256 ?
I'm getting around 10-12 fps from that one.. although there's a fair bit of image processing that could be cut down I think, so maybe it's possible to run it a little faster. At 64x64 it still looks pretty good though, and it runs 30fps+.
Oh, hang on.. just took another look, and QC is running at 115% cpu usage. And it runs at a max 15fps, even at 4x4! I'll have to take a look later, see what's killing it.. I know from doing other stuff though that 30fps+ is easily achievable at 64x64 :)
Man, I can't remember where this discussion was... did this need the custom plug in for RGB... ?
I can you still get the bump, but make z=0 in the shader, so that you get picasso cubism type stuff? Or is the bump achieved by manipulating z? I need to track down the original discussion.
You seem to have got some lighting going on there, too. I can't look at the source here, as I'm at work and on a machine running Tiger, but looking forward to seeing how you got that to work..
Good stuff!
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Yep, there's no actual lighting at all, even though it looks like there is. I used the CIEmboss patch and a bit of tweaking to create a lightmap ;) It looks pretty convincing there, but actually the 'light' shines from different angles at different points on the sphere.. it'd look very odd from above.
So you haven't managed to solve the 'how to get normalmaps to work without tangent vectors' problem... Shame.
Looks good though.
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