|
10.8"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: KinemeCore, v0.6.0
Release Type:
Production
Version:
0.6.0
Release Notes
Changes since KinemeCore 0.5.2
Known Issues
Release: Alpha Blend Mode, v1.2
Release Type:
Production
Version:
1.2
Release Notes
Changes since AlphaBlendMode 1.1
Fibonacci_Golden_Tunnel (Composition by dust)
this is an approximation of a golden spiral with a fibonacci sequence driving some colors. it makes a serpent or tunnel like effect. i thought it would make a nice back drop or screen saver type of effect. different images and serpent sizes will produce different effects... |