|
10.5Mac OS X 10.5 (Leopard) "Ashima" Vertex Noise with Lighting and Texture (Composition by gtoledo3)
Per the conversation here: http://kineme.net/forum/DevelopingCompositions/Environmentmapsandvertexn... I decided to put together an example over morning coffee. This is a GLSL shader that "intercepts" the lighting position, diffuse, specular, and shininess, etc., and basically just sets up a Blinn-Phong model lighting using that info - so Lighting patch controls can be used as expected. Then I added the popular "ashima arts" perlin noise implementation that's been kicking around that I've been seeing in the frag shaders, but placed in the vertex shader - so that there's some tweakable exposure (though I don't really recommend it) instead of just invoking the default noise function. Release: FileTools, v1.1
Release Type:
Production
Version:
1.1
Release Notes
Changes since FileTools 1.0
Release: Alpha Blend Mode, v1.2
Release Type:
Production
Version:
1.2
Release Notes
Changes since AlphaBlendMode 1.1
Release: DataTools, v1.1
Release Type:
Production
Version:
1.1
Release Notes
Source code is available on GitHub. Changes since DataTools 1.1
Known IssuesKineme StructureTools, Kineme Value Historian, and Kineme Spooky must be uninstalled to use Kineme DataTools. OpenGL Lighting (Composition by gtoledo3)
This is an example that gives some pointers about using the lighting environment patch in QC (OpenGL Lighting). I've made some basic notes about the main functions, and setup some lights with animated attenuation to demonstrate mixing colored lighting with a main white light. It's sort of a study in attenuation and placement. Not groundbreaking stuff, but if you ever have trouble with gl lighting, this may help. It's pretty much based in one of the more popular dl's/instructions from my site (to my surprise), but a little bit updated, and better annotated. |