Today I finished up my work on my lava shader. It turned out pretty nice!
I have a narrated demo video of the shader here: http://www.youtube.com/watch?v=pScLYuWuirw
This project was a fantastic learning experience, and it leaves me wanting to spend more time on shaders. It raised some general questions that I’ve not yet had time to tackle as well:
- How can we tie geometry shaders into materials to make interesting wavy effects? water? bubbly surfaces?
- How can we use more information from the mesh’s world to adjust that object’s visual appearance beyond pre-rendered cube maps?
- It is possible to write a maxscript interface for the hlsl shader. Is this effort even worthwhile?
- Why is 3dsmax mapchannel ordering so wonky?
HLSL wise, I still want to spend more time with screen space effects, and take a look at some fun challenges such as color adjustments using LUTs and writing some sort of mood/environment color adjustment schema.
Meanwhile, it’s time for me to transition into an area that i’ve been neglecting for some time: Python.
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Enemcee.com is the portfolio of Nicholas Morgan Covington, a tech artist within the game industry. This blog is a simple place for him to post and show off his daily technical musings
Where does the word enemcee come from? It's a phonetic (probably incorrect) spelling of the writer's initials - N (en) M (em) C (cee). Clever, right? Thought so.