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Re: What are you working on?
[Re: Slin]
#404681
07/12/12 17:19
07/12/12 17:19
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Joined: Apr 2008
Posts: 2,488
ratchet
OP
Expert
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OP
Expert
Joined: Apr 2008
Posts: 2,488
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@Espér : Pro quality , very good And the old ones are good also.
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Re: What are you working on?
[Re: ratchet]
#404688
07/12/12 18:55
07/12/12 18:55
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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Just created a cutoutshader: There is a cube model with the attached cutout material. It clears the given space, so the background becomes visible(by still respecting objects in front of it). The cool thing is: The hole, while invisible, is still color encoded. A postprocessingshader can easylly detect it: by checking for the colorencoding, its possible to differenciate the holes during the postprocessing. Above hole just filled with red. EDIT: i had the idea for this cutoutshader after kartoffel explained is paradox demo. Greetings Rackscha
Last edited by Rackscha; 07/12/12 18:56.
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: What are you working on?
[Re: rayp]
#404696
07/12/12 20:53
07/12/12 20:53
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Joined: Apr 2008
Posts: 2,488
ratchet
OP
Expert
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OP
Expert
Joined: Apr 2008
Posts: 2,488
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20 minutes cartoon gun under 3D Coat. So easy with voxels First retopology preview with normal map : I could increase resolution and add lot of details, but i keep it simple
Last edited by ratchet; 07/12/12 20:57.
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Re: What are you working on?
[Re: Rackscha]
#404708
07/13/12 07:12
07/13/12 07:12
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Joined: Dec 2003
Posts: 1,225 germany
gri
Serious User
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Serious User
Joined: Dec 2003
Posts: 1,225
germany
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@Rackscha:
can you specify the objects wich are seeing through? Or are all objects till the skycube cuttet out?
"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
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Re: What are you working on?
[Re: gri]
#404709
07/13/12 07:45
07/13/12 07:45
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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@Gri all objects till the sky are cutted out. Otherwhise extra rendering with extra views might be required. Because the entity with the cutoutshader still write to the ZBuffer. Disabling it would result in everything overlaying the entity-hole.
EDIT: The technique behind it is pretty simple(maybe not optimal). The cutting entity just draws its colors with alpha = 0 to a 32bit rendertarget while writing to the ZBuffer. The final composed image is manually dran to the screen(draw_quad) to respect the alpha channel
Last edited by Rackscha; 07/13/12 07:48.
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: What are you working on?
[Re: 3run]
#404715
07/13/12 09:54
07/13/12 09:54
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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@3run: The effect is based on shaders. The portal does not exist if you disable shaders
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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